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Dive into the research topics where Cristian García Bauza is active.

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Featured researches published by Cristian García Bauza.


IEEE Latin America Transactions | 2011

Color Based Fruits classification using GPU

Juan Pablo D’Amato; Cristian García Bauza; G. Boroni

In fruit packaging companies, the color is a metric used to determine the fruit quality, maturation, healthiness, etc.. For apples, the color also indicates their class or variety (red delicious, granny smith, etc.). Nowadays the distinction between the different qualities of apples is based on empirical measures proposed by experts. In this paper a mechanical-digital system for capturing and classifying fruit by color in real time is presented. Its supposed to be incorporated to an existent fruit transport line. The tracking algorithms were implemented using graphics cards, which allow processing a very large number of lines in a single commercial PC. The solution is able to emulate the human criterion in the fruits classification. Based on the images captured from the transport line, the system generates an output indicating the quality, which is used to distribute the fruit in different packages


Computer Animation and Virtual Worlds | 2017

Realistic modeling of porous materials

Rodrigo Baravalle; Leonardo Scandolo; Claudio Delrieux; Cristian García Bauza; Elmar Eisemann

Photorealistic modeling and rendering of materials with complex internal mesostructure is a hard challenge in Computer Graphics. In particular, macroscopic porous materials consist of complex translucent substances that exhibit different details and light interaction at several different scales. State‐of‐the‐art techniques for modeling porous materials manage the material either as a surface and set up complex capture procedures or as a volume by employing different instances of procedural noise models for its representation. While the surface solution achieves several desired material properties, it still presents drawbacks in practical applications—high computational costs, complex capture procedures, and poor image variability, among others. Volumetric solutions are more flexible, but the final structure and appearance are difficult to control. To overcome these drawbacks, we propose an algorithm for the procedural generation of porous materials. The method is based on an artistic and physically inspired simulation of the growth of self‐avoiding bubbles inside a volume, by means of dynamical systems. The patterns induced by the bubbles can be easily and intuitively controlled. The bubbles adapt to any given shape and have convincing global and local fluid‐like patterns as seen in bread and sponges. Our method generates 3D textures that adequately represent porous materials, which can be used as input for creating realistic renderings of different porous objects. As a case study, we present the results of using these 3D textures as input to a direct volume renderer and show that they compare favorably with standard 3D texture synthesis methods. Copyright


latin american conference on human computer interaction | 2015

IntelliHome: A framework for the development of ambient assisted living applications based in low-cost technology

Carolina Valdez Gándara; Cristian García Bauza

In this paper we describe a framework to build ambient assisted living (AAL) applications able to transform a conventional environment in a smart environment using low cost technology. The main purpose of this work is to assist people with disabilities in their residences or works promoting the social inclusion The system allows its users to be their own remote control to control different appliances of their house or office, interacting with them naturally using HCI and natural user interfaces This document is organized as follows: first, we present an introduction to AAL and describe the related work. In Section 2, we describe the main aspects of the implementation of the framework. Section 3 explains the communication between the different devices and describes a prototype. Finally, Section 4 introduces the limitations of the system, while section 5 concludes the paper.


IEEE Latin America Transactions | 2012

Thermal insulation in houses and sheds

G. Boroni; A. Clausse; J. P. D'Amato; Cristian García Bauza

Thermal insulation is usually needed for large buildings because of the requirement to comply with quality standards while for residential houses usually the builders suggest some kind of insulation. in general, the users do not know the subject and think that both heating and cooling of rooms is solved using air conditioning systems. Moreover, most people do not know how to reduce electricity bills, gas, etc. and they spend large amounts of money because they believe that is the price to pay for these services. In this paper is presented a computational tool to analyze the influence of thermal insulation on heat transfer by conduction through the roof of a certain room. The application displays the advantages of installing thermal insulation in different weather conditions in various regions of Argentina, and provides economic arguments for design and evaluation of each work.


world conference on information systems and technologies | 2016

Tridimensional Scenes Management and Optimization for Virtual Reality Simulators

Juan Pablo D’Amato; Cristian García Bauza; Marcos Lazo; Virginia Cifuentes

Virtual Reality (VR) simulation offers a new paradigm for realistic control and operation training, employing 3D digital objects and environments to create immersive experiences. The virtual scenarios should be as similar to the real ones as possible, to improve training. Furthermore, obtaining a digital version of these scenarios is a complex process that involves several tasks including mathematical modeling and 3D detailed geometry generation, among others. This paper presents some novel software tools that easier the development of a 3D virtual subterranean simulator. By providing tight integration between traditional CAD software and visualization engines, these tools are successfully applied to the construction of several virtual scenarios. Moreover, some strategies to optimize digital resources to allow loading and visualizing large maneuver exercises along realistic train trajectories in desktop computers are presented.


articulated motion and deformable objects | 2014

From a Serious Training Simulator for Ship Maneuvering to an Entertainment Simulator

María José Abásolo; Cristian García Bauza; Marcos Lazo; Juan Pablo D’Amato; Marcelo Vénere; Armando Eduardo De Giusti; Cristina Manresa-Yee; Ramon Mas-Sansó

This paper presents a ship-handling entertainment simulator that was developed to be used as a virtual reality experience in science exhibitions. It is a low-cost implementation that allows navigating a ship through a simple interface. Realistic 3D graphics area projected on a three panel screen implemented with computer monitors or HD LED TV. This simulator is an adaptation of a previous set of serious ship handling training simulators -called MELIPAL- that were developed for the Argentina Army. We describe how we adapted the original simulator to the new entertainment version, particularly the system architecture, the hardware, the 3D visualization and the user interface aspects.


articulated motion and deformable objects | 2012

A tennis training application using 3d gesture recognition

Cristian García Bauza; Juan P. D'Amato; Andrés Gariglio; María José Abásolo; Marcelo Vénere; Cristina Manresa-Yee; Ramon Mas-Sansó

This paper presents a sport training system which recognizes user movements from data of the Wiimote device with accelerometer technology. Recognizing a new gesture involves the normalization of the Wiimote data and searching in a gesture templates database. The Dynamic Time Warping (DTW) comparison algorithm is used as a correlation function to compare the new gesture with every template. Based on prior training, the system can successfully recognize different sport shots. Particularly the system is instantiated for tennis training. The user visualizes the trajectory of the ball in a three-dimensional environment and he can interact with virtual objects that follow Newton dynamics.


Mecánica Computacional | 2009

Fluctuation Strength of Mixed Fluctuating Sound Sources

Ernesto Accolti; Federico Miyara; Cristian García Bauza; Pablo A. Lotito; Lisandro A. Parente


Archive | 2013

Real-Time Physical Engine for Floating Objects with Two-Way Fluid-Structure Coupling

Marcos Lazo; Cristian García Bauza; Gustavo Boroni; Alejandro Clausse


XXIII Congreso Argentino de Ciencias de la Computación (La Plata, 2017). | 2017

Immersive Platform for Neuroscience Experimental Studies

Florencia Rodríguez; Marcos Lazo; María Virginia Cifuentes; Juan Pablo D’Amato; Manuel Serodio; Fabricio Ballarini; Pedro Bekinschtein; Cristian García Bauza

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Marcelo Vénere

National Scientific and Technical Research Council

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Marcos Lazo

National Scientific and Technical Research Council

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Juan Pablo D’Amato

National Scientific and Technical Research Council

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Alejandro Clausse

National Scientific and Technical Research Council

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Juan P. D'Amato

National Scientific and Technical Research Council

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G. Boroni

National Scientific and Technical Research Council

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Lisandro A. Parente

National Scientific and Technical Research Council

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Pablo A. Lotito

National Scientific and Technical Research Council

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Gustavo Boroni

National Scientific and Technical Research Council

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