Publications
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ViRVIG
Year: Author:

Journals
Aguerre, Jose Pedro; Fernandez, Eduardo; Besuievsky, Gonzalo; Beckers, Benoit
Graphical Models, Vol. 91, pp 1--11, 2017.
DOI: http://dx.doi.org/10.1016/j.gmod.2017.05.002
Cities numerical simulation including physical phenomena generates highly complex computational chal- lenges. In this paper, we focus on the radiation exchange simulation on an urban scale, considering differ- ent types of cities. Observing that the matrix representing the view factors between buildings is sparse, we propose a new numerical model for radiation computation. This solution is based on the radiosity method. We show that the radiosity matrix associated with models composed of up to 140k patches can be stored in main memory, providing a promising avenue for further research. Moreover, a new technique is proposed for estimating the inverse of the radiosity matrix, accelerating the computation of radiation exchange. These techniques could help to consider the characteristics of the environment in building de- sign, as well as assessing in the definition of city regulations related to urban construction.
Coherent multi-layer landscape synthesis
Argudo, Oscar; Andújar, Carlos; Chica, Antoni; Guérin, Eric; Digne, Julie; Peytavie, Adrien; Galin, Eric
The Visual Computer, Vol. 33, Num. 6, pp 1005--1015, 2017.
DOI: http://dx.doi.org/10.1007/s00371-017-1393-6
We present an efficient method for generating coherent multi-layer landscapes. We use a dictionary built from exemplars to synthesize high-resolution fully featured terrains from input low-resolution elevation data. Our example-based method consists in analyzing real-world terrain examples and learning the procedural rules directly from these inputs. We take into account not only the elevation of the terrain, but also additional layers such as the slope, orientation, drainage area, the density and distribution of vegetation, and the soil type. By increasing the variety of terrain exemplars, our method allows the user to synthesize and control different types of landscapes and biomes, such as temperate or rain forests, arid deserts and mountains.
Argudo, Oscar; Comino, Marc; Chica, Antoni; Andújar, Carlos; Lumbreras, Felipe
Computers & Graphics, 2017.
DOI: http://dx.doi.org/10.1016/j.cag.2017.11.004
The visual enrichment of digital terrain models with plausible synthetic detail requires the segmentation of aerial images into a suitable collection of categories. In this paper we present a complete pipeline for segmenting high-resolution aerial images into a user-defined set of categories distinguishing e.g. terrain, sand, snow, water, and different types of vegetation. This segmentation-for-synthesis problem implies that per-pixel categories must be established according to the algorithms chosen for rendering the synthetic detail. This precludes the definition of a universal set of labels and hinders the construction of large training sets. Since artists might choose to add new categories on the fly, the whole pipeline must be robust against unbalanced datasets, and fast on both training and inference. Under these constraints, we analyze the contribution of common per-pixel descriptors, and compare the performance of state-of-the-art supervised learning algorithms. We report the findings of two user studies. The first one was conducted to analyze human accuracy when manually labeling aerial images. The second user study compares detailed terrains built using different segmentation strategies, including official land cover maps. These studies demonstrate that our approach can be used to turn digital elevation models into fully-featured, detailed terrains with minimal authoring efforts.
Bendezú, Alvaro; Mego, Marianela; Monclús, Eva; Merino, Xavier; Accarino, Ana; Malagelada, Juan Ramón; Navazo, Isabel; Azpiroz, Fernando
Neurogastroenterology and Motility, Vol. 29, Num. 2, pp 12930-1--12930-8, 2017.
DOI: http://dx.doi.org/10.1111/nmo.12930
Background: The metabolic activity of colonic microbiota is influenced by diet; however, the relationship between metabolism and colonic content is not known. Our aim was to determine the effect of meals, defecation, and diet on colonic content. Methods: In 10 healthy subjects, two abdominal MRI scans were acquired during fasting, 1 week apart, and after 3 days on low- and high-residue diets, respectively. With each diet, daily fecal output and the number of daytime anal gas evacuations were measured. On the first study day, a second scan was acquired 4 hours after a test meal (n=6) or after 4 hours with nil ingestion (n=4). On the second study day, a scan was also acquired after a spontaneous bowel movement. Results: On the low-residue diet, daily fecal volume averaged 145 ± 15 mL; subjects passed 10.6 ± 1.6 daytime anal gas evacuations and, by the third day, non-gaseous colonic content was 479 ± 36 mL. The high-residue diet increased the three parameters to 16.5 ± 2.9 anal gas evacuations, 223 ± 19 mL fecal output, and 616 ± 55 mL non-gaseous colonic content (P<.05 vs low-residue diet for all). On the low-residue diet, non-gaseous content in the right colon had increased by 41 ± 11 mL, 4 hours after the test meal, whereas no significant change was observed after 4-hour fast (-15 ± 8 mL; P=.006 vs fed). Defecation significantly reduced the non-gaseous content in distal colonic segments. Conclusion & inferences: Colonic content exhibits physiologic variations with an approximate 1/3 daily turnover produced by meals and defecation, superimposed over diet-related day-to-day variations.
Besuievsky, Gonzalo; Beckers, Benoit; Patow, Gustavo A.
Graphical Models, 2017.
DOI: http://dx.doi.org/doi.org/10.1016/j.gmod.2017.06.002
Solar simulation for 3D city models may be a complex task if detailed geometry is taken into account. For this reason, the models are often approximated by simpler geometry to reduce their size and complexity. However, geometric details, as for example the ones that exist in a roof, can significantly change the simulation results if not properly taken into account. The classic solution to deal with a too detailed city model is to use a Level-of-Detail (LoD) approach for geometry reduction. In this paper we present a new LoD strategy for 3D city models aimed at accurate solar simulations able to cope with models with highly detailed geometry. Given a Point of Interest (POI) or a Region of Interest (ROI) to analyze, the method works by automatically detecting and preserving all the geometry (i.e., roofs) that have significant impact on the simulation and simplifying the rest of the geometry.
Coll, Narcís; Guerrieri, Marité Ethel
International Journal of Geographical Information Science, Vol. 31, Num. 7, pp 1467--1484, 2017.
DOI: http://dx.doi.org/10.1080/13658816.2017.1300804
In this paper, we propose a new graphics processing unit (GPU) method able to compute the 2D constrained Delaunay triangulation (CDT) of a planar straight-line graph consisting of points and segments. All existing methods compute the Delaunay triangulation of the given point set, insert all the segments, and then finally transform the resulting triangulation into the CDT. To the contrary, our novel approach simultaneously inserts points and segments into the triangulation, taking special care to avoid conflicts during retriangulations due to concurrent insertion of points or concurrent edge flips. Our implementation using the Compute Unified Device Architecture programming model on NVIDIA GPUs improves, in terms of running time, the best known GPU-based approach to the CDT problem.
Error-aware Construction and Rendering of Multi-scan Panoramas from Massive Point Clouds
Comino, Marc; Andújar, Carlos; Chica, Antoni; Brunet, Pere
Computer Vision and Image Understanding, Vol. 157, pp 43--54, 2017.
DOI: http://dx.doi.org/10.1016/j.cviu.2016.09.011
Obtaining 3D realistic models of urban scenes from accurate range data is nowadays an important research topic, with applications in a variety of fields ranging from Cultural Heritage and digital 3D archiving to monitoring of public works. Processing massive point clouds acquired from laser scanners involves a number of challenges, from data management to noise removal, model compression and interactive visualization and inspection. In this paper, we present a new methodology for the reconstruction of 3D scenes from massive point clouds coming from range lidar sensors. Our proposal includes a panorama-based compact reconstruction where colors and normals are estimated robustly through an error-aware algorithm that takes into account the variance of expected errors in depth measurements. Our representation supports efficient, GPU-based visualization with advanced lighting effects. We discuss the proposed algorithms in a practical application on urban and historical preservation, described by a massive point cloud of 3.5 billion points. We show that we can achieve compression rates higher than 97% with good visual quality during interactive inspections.
Díaz, Jose; Ropinski, Timo; Navazo, Isabel; Gobbetti, Enrico; Vázquez, Pere-Pau
The Visual Computer, Vol. 33, Num. 1, pp 47-61, 2017.
DOI: http://dx.doi.org/10.1007/s00371-015-1151-6
Throughout the years, many shading techniques have been developed to improve the conveying of information in volume visualization. Some of these methods, usually referred to as realistic, are supposed to provide better cues for the understanding of volume data sets. While shading approaches are heavily exploited in traditional monoscopic setups, no previous study has analyzed the effect of these techniques in virtual reality. To further explore the influence of shading on the understanding of volume data in such environments, we carried out a user study in a desktop-based stereoscopic setup. The goals of the study were to investigate the impact of well-known shading approaches and the influence of real illumination on depth perception. Participants had to perform three different perceptual tasks when exposed to static visual stimuli. 45 participants took part in the study, giving us 1152 trials for each task. Results show that advanced shading techniques improve depth perception in stereoscopic volume visualization. As well, external lighting does not affect depth perception when these shading methods are applied. As a result, we derive some guidelines that may help the researchers when selecting illumination models for stereoscopic rendering.
A Perspective on procedural modeling based on structural analysis
Fita, Josep Lluis; Besuievsky, Gonzalo; Patow, Gustavo A.
Virtual Archaeology Review, Vol. 8, Num. 16, pp 44--50, 2017.
DOI: http://dx.doi.org/10.4995/var.2017.5765.
With the rise of available computing capabilities, structural analysis has recently become a key tool for building assessment usually managed by art historians, curators, and other specialist related to the study and preservation of ancient buildings. On the other hand, the flourishing field of procedural modeling has provided some exciting breakthroughs for the recreation of lost buildings and urban structures. However, there is a surprising lack of literature to enable the production of procedural-based buildings taking into account structural analysis, which has proven to be a crucial element for the recreation of faithful masonry structures. In order to perform an in-depth study of the advances in this type of analysis for cultural heritage buildings, we performed a study focused on procedural modeling that make use of structural analysis methods, especially in its application to historic masonry buildings such as churches and cathedrals. Moreover, with the aim of improving the knowledge about structural analysis of procedurally-recreated historical buildings, we have taken a geometric structure, added a set of procedural walls structured in masonry bricks, and studied its behavior in a generic, freely-available simulation tool, thus showing the feasibility of its analysis with non-specialized tools. This not only has allowed us to understand and learn how the different parameter values of a masonry structure can affect the results of the simulation, but also has proven that this kind of simulations can be easily integrated in an off-the-shelf procedural modeling tool, enabling this kind of analysis for a wide variety of historical studies, or restoration and preservation actions.
Intersecting two families of sets on the GPU
Fort, Marta; Sellarès, J. Antoni; Valladares, Ignacio
Journal of Parallel and Distributed Computing, 2017.
DOI: http://dx.doi.org/https://doi.org/10.1016/j.jpdc.2017.01.026
The computation of the intersection family of two large families of unsorted sets is an interesting problem from the mathematical point of view which also appears as a subproblem in decision making applications related to market research or temporal evolution analysis problems. The problem of intersecting two families of sets F and F′ is to find the family I of all the sets which are the intersection of some set of F and some other set of F′. In this paper, we present an efficient parallel GPU-based approach, designed under CUDA architecture, to solve the problem. We also provide an efficient parallel GPU strategy to summarize the output by removing the empty and duplicated sets of the obtained intersection family, maintaining, if necessary, the sets frequency. The complexity analysis of the presented algorithm together with experimental results obtained with its implementation is also presented.
Hermosilla, Pedro; Jorge Estrada; Víctor Guallar; Timo Ropinsky; Vinacua, Àlvar; Vázquez, Pere-Pau
IEEE Transactions on Visualization and Computer Graphics, Vol. 23, Num. 1, pp 731--740, 2017.
DOI: http://dx.doi.org/10.1109/TVCG.2016.2598825
Molecular simulations are used in many areas of biotechnology, such as drug design and enzyme engineering. Despite the development of automatic computational protocols, analysis of molecular interactions is still a major aspect where human comprehension and intuition are key to accelerate, analyze, and propose modifications to the molecule of interest. Most visualization algorithms help the users by providing an accurate depiction of the spatial arrangement: the atoms involved in inter-molecular contacts. There are few tools that provide visual information on the forces governing molecular docking. However, these tools, commonly restricted to close interaction between atoms, do not consider whole simulation paths, long-range distances and, importantly, do not provide visual cues for a quick and intuitive comprehension of the energy functions (modeling intermolecular interactions) involved. In this paper, we propose visualizations designed to enable the characterization of interaction forces by taking into account several relevant variables such as molecule-ligand distance and the energy function, which is essential to understand binding affinities. We put emphasis on mapping molecular docking paths obtained from Molecular Dynamics or Monte Carlo simulations, and provide time-dependent visualizations for different energy components and particle resolutions: atoms, groups or residues. The presented visualizations have the potential to support domain experts in a more efficient drug or enzyme design process.
Hermosilla, Pedro; Michael Krone; Víctor Guallar; Vázquez, Pere-Pau; Vinacua, Àlvar; Timo Ropinsky
The Visual Computer, Vol. 33, Num. 6, pp 869--881, 2017.
DOI: http://dx.doi.org/10.1007/s00371-017-1397-2
The Solvent Excluded Surface (SES) is a popular molecular representation that gives the boundary of the molecular volume with respect to a specific solvent. SESs depict which areas of a molecule are accessible by a specific solvent, which is represented as a spherical probe. Despite the popularity of SESs, their generation is still a compute-intensive process, which is often performed in a preprocessing stage prior to the actual rendering (except for small models). For dynamic data or varying probe radii, however, such a preprocessing is not feasible as it prevents interactive visual analysis. Thus, we present a novel approach for the on-the-fly generation of SESs, a highly parallelizable, grid-based algorithm where the SES is rendered using ray-marching. By exploiting modern GPUs, we are able to rapidly generate SESs directly within the mapping stage of the visualization pipeline. Our algorithm can be applied to large time-varying molecules and is scalable, as it can progressively refine the SES if GPU capabilities are insufficient. In this paper, we show how our algorithm is realized and how smooth transitions are achieved during progressive refinement. We further show visual results obtained from real world data and discuss the performance obtained, which improves upon previous techniques in both the size of the molecules that can be handled and the resulting frame rate.
Real-Time Solar Exposure Simulation in Complex Cities
Muñoz-Pandiella, Imanol; Bosch, Carles; Mérillou, Nicolas; Pueyo, Xavier; Mérillou, Stephane
Computer Graphics Forum, 2017.
DOI: http://dx.doi.org/10.1111/cgf.13152
In urban design, estimating solar exposure on complex city models is crucial but existing solutions typically focus on simplified building models and are too demanding in terms of memory and computational time. In this paper, we propose an interactive technique that estimates solar exposure on detailed urban scenes. Given a directional exposure map computed over a given time period, we estimate the sky visibility factor that serves to evaluate the final exposure at each visible point. This is done using a screen-space method based on a two-scale approach, which is geometry independent and has low storage costs. Our method performs at interactive rates and is designer-oriented. The proposed technique is relevant in architecture and sustainable building design as it provides tools to estimate the energy performance of buildings as well as weathering effects in urban environments.
Gemelli-Obturator Complex in the deep gluteal space. An anatomic and dynamic study.
Susin, Antonio
Skeletal Radiology, 2017.
Submitted
Susin, Antonio; Casafont, Miquel; Bonada, Jordi; Roure, Francesc; Pastor, Magdalena
International Journal of Structural Stability and Dynamics, 2017.
DOI: http://dx.doi.org/10.1142/S0219455418500049
PDF
The investigation attempts to adapt a beam finite element procedure based on the Generalized Beam Theory (GBT) to the analysis of perforated columns. The presence of perforations is taken into account through the use of two beam elements with different properties for the non-perforated and perforated parts of the member. Each part is meshed with its corresponding finite element and, afterwards, they are linked by means of constraint equations. Linear buckling analyses on steel storage rack columns are carried out to demonstrate how the proposed procedure should be applied. Some practical issues are discussed, such as the GBT deformation modes to be included in the analyses, or the optimum finite element discretization. The resulting buckling loads are validated by comparison with the values obtained in analyses performed using shell finite element models. Finally, it is verified that the buckling loads produced with the proposed method are rather accurate.
Susin, Antonio; Peña, Marta; Ferrer, Josep
International Journal of Bifurcation and Chaos, Vol. 27, Num. 1, 2017.
DOI: http://dx.doi.org/10.1142/S0218127417500055
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We complete the study of the bifurcations of saddle/spiral bimodal linear systems, depending on the respective traces T and τ: one 2-codimensional bifurcation; four kinds of 1-codimensional bifurcations. We stratify the bifurcation set in the (T, τ)-plane and we describe the qualitative changes of the dynamical behavior at each kind of bifurcation point
Conferences
Tree Variations
Argudo, Oscar; Andújar, Carlos; Chica, Antoni
CEIG - Spanish Computer Graphics Conference, 2017.
DOI: http://dx.doi.org/10.2312/ceig.20171218
The cost-effective generation of realistic vegetation is still a challenging topic in computer graphics. The simplest representation of a tree consists of a single texture-mapped billboard. Although a tree billboard does not support top views, this is the most common representation for still image generation in areas such as architecture rendering. In this paper we present a new approach to generate new tree models from a small collection of RGBA images of trees. Key ingredients of our method are the representation of the tree contour space with a small set of basis vectors, the automatic crown/trunk segmentation, and the continuous transfer of RGBA color from the exemplar images to the synthetic target. Our algorithm allows the efficient generation of an arbitrary number of tree variations and thus provides a fast solution to add variety among trees in outdoor scenes
Virtual Reality to teach anatomy
Fairén, Marta; Farrés, Mariona; Moyés, Jordi; Insa, Esther
Proceedings in Eurographics Education Papers, pp 51-58, 2017.
DOI: http://dx.doi.org/10.2312/eged.20171026
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Virtual Reality (VR) and Augmented Reality (AR) have been gradually introduced in the curriculum of schools given the benefits they bring to classical education. We present an experiment designed to expose students to a VR session where they can directly inspect 3D models of several human organs by using Virtual Reality systems. Our systems allow the students to see the models directly visualized in 3D and to interact with them as if they were real. The experiment has involved 254 students of a Nursing Degree, enrolled in the Human anatomy and physiology course during 2 years (2 consecutive courses). It includes 10 3D models representing different anatomical structures which have been enhanced with meta-data to help the students understand the structure. In order to evaluate the students’ satisfaction facing such a new teaching methodology, the students were asked to fill in a questionnaire with two categories. The first one measured whether or not, the teaching session using VR facilitates the understanding of the structures. The second one measured the student’s satisfaction with this VR session. From the results we can see that the items most valuated are the use of the activity as a learning tool, and the satisfaction of the students’ expectations. We can therefore conclude that VR session for teaching is a powerful learning tool that helps to understand the anatomical structures.
Real-time solar exposure in complex cities
Muñoz-Pandiella, Imanol; Bosch, Carles; Mérillou, Nicolas; Pueyo, Xavier; Mérillou, Stephane
28th Eurographics Symposium on Rendering, 2017.
Invited presentation by CGF journal.
Víctor Ceballos; Monclús, Eva; Vázquez, Pere-Pau; Bendezú, Álvaro; Mego, Marianela; Merino, Xavier; Navazo, Isabel; Azpiroz, Fernando
EuroVis 2017 - 19th EG/VGTC Conference on Visualization, 2017.
DOI: http://dx.doi.org/10.2312/eurp.20171184
The analysis of the morphology and content of the gut is necessary in order to understand metabolic and functional gut activity and for diagnostic purposes. Magnetic resonance imaging (MRI) has become an important modality technique since it is able to visualize soft tissues using no ionizing radiation, and hence removes the need for any contrast agents. In the last few years, MRI of gastrointestinal function has advanced substantially, although scarcely any publication has been devoted to the analysis of the colon content. This paper presents a semi-automatic segmentation tool for the quantitative assessment of the unprepared colon from MRI images. This application has allowed for the analysis of the colon content in various clinical experiments. The results of the assessment have contributed to a better understanding of the functionality of the colon under different diet conditions. The last experiment carried out by medical doctors showed a marked influence of diet on colonic content, accounting for about 30% of the volume variations.