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Dive into the research topics where Francisco J. Serón is active.

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Featured researches published by Francisco J. Serón.


The Visual Computer | 2005

A survey on participating media rendering techniques

Eva Cerezo; Frederic Pérez; Xavier Pueyo; Francisco J. Serón; François X. Sillion

Rendering participating media is important for a number of domains, ranging from commercial applications (entertainment, virtual reality) to simulation systems (driving, flying, and space simulators) and safety analyses (driving conditions, sign visibility). This article surveys global illumination algorithms for environments including participating media. It reviews both appearance-based and physically-based media methods, including the single-scattering and the more general multiple-scattering techniques. The objective of the survey is the characterization of all these methods: identification of their base techniques, assumptions, limitations, and range of utilization. It concludes with some reflections about the suitability of the methods depending on the specific application involved, and possible future research lines.


ACM Transactions on Graphics | 2012

Physically-based simulation of rainbows

Iman Sadeghi; Adolfo Muñoz; Philip Laven; Wojciech Jarosz; Francisco J. Serón; Diego Gutierrez; Henrik Wann Jensen

In this article, we derive a physically-based model for simulating rainbows. Previous techniques for simulating rainbows have used either geometric optics (ray tracing) or Lorenz-Mie theory. Lorenz-Mie theory is by far the most accurate technique as it takes into account optical effects such as dispersion, polarization, interference, and diffraction. These effects are critical for simulating rainbows accurately. However, as Lorenz-Mie theory is restricted to scattering by spherical particles, it cannot be applied to real raindrops which are nonspherical, especially for larger raindrops. We present the first comprehensive technique for simulating the interaction of a wavefront of light with a physically-based water drop shape. Our technique is based on ray tracing extended to account for dispersion, polarization, interference, and diffraction. Our model matches Lorenz-Mie theory for spherical particles, but it also enables the accurate simulation of nonspherical particles. It can simulate many different rainbow phenomena including double rainbows and supernumerary bows. We show how the nonspherical raindrops influence the shape of the rainbows, and we provide a simulation of the rare twinned rainbow, which is believed to be caused by nonspherical water drops.


Computers & Graphics | 2008

Chaos and Graphics: Maxine: A platform for embodied animated agents

Sandra Baldassarri; Eva Cerezo; Francisco J. Serón

This paper presents a powerful animation engine for developing applications with embodied animated agents called Maxine. The engine, based on open source tools, allows management of scenes and virtual characters, and pays special attention to multimodal and emotional interaction with the user. Virtual actors are endowed with facial expressions, lip-synch, emotional voice, and they can vary their answers depending on their own emotional state and the relationship with the user during conversation. Maxine virtual agents have been used in several applications: a virtual presenter was employed in MaxinePPT, a specific application developed to allow non-programmers to create 3D presentations easily using classical PowerPoint presentations; a virtual character was also used as an interactive interface to communicate with and control a domotic environment; finally, an interactive pedagogical agent was used to simplify and improve the teaching and practice of Computer Graphics subjects.


Computer Graphics Forum | 2011

Motion Blur Rendering: State of the Art

Fernando Navarro; Francisco J. Serón; Diego Gutierrez

Motion blur is a fundamental cue in the perception of objects in motion. This phenomenon manifests as a visible trail along the trajectory of the object and is the result of the combination of relative motion and light integration taking place in film and electronic cameras. In this work, we analyse the mechanisms that produce motion blur in recording devices and the methods that can simulate it in computer generated images. Light integration over time is one of the most expensive processes to simulate in high‐quality renders, as such, we make an in‐depth review of the existing algorithms and we categorize them in the context of a formal model that highlights their differences, strengths and limitations. We finalize this report proposing a number of alternative classifications that will help the reader identify the best technique for a particular scenario.


Computers & Graphics | 2000

Computer animation: from avatars to unrestricted autonomous actors (A survey on replication and modelling mechanisms)

Alfredo Pina; Eva Cerezo; Francisco J. Serón

Abstract Dealing with synthetic actors who move and behave realistically in virtual environments is a task which involves different disciplines like Mechanics, Physics, Robotics, Artificial Intelligence, Artificial Life, Biology, Cognitive Sciences and so on. In this paper we use the nature of the information required for controlling actors’ motion and behaviour to propose a new classification of synthetic actors. A description of the different motion and behaviour techniques is presented. A set of Internet adresses of the most relevant research groups, commercial companies and other related sites in this area is also given.


Computers & Graphics | 2006

Technical Section: Simulation of atmospheric phenomena

Diego Gutierrez; Francisco J. Serón; Adolfo Muñoz; Oscar Anson

This paper presents a physically based simulation of atmospheric phenomena. It takes into account the physics of non-homogeneous media in which the index of refraction varies continuously, creating curved light paths. As opposed to previous research on this area, we solve the physically based differential equation that describes the trajectory of light. We develop an accurate expression of the index of refraction in the atmosphere as a function of wavelength, based on real measured data. We also describe our atmosphere profile manager, which lets us mimic the initial conditions of real-world scenes for our simulations. The method is validated both visually (by comparing the images with the real pictures) and numerically (with the extensive literature from other areas of research such as optics or meteorology). The phenomena simulated include the inferior and superior mirages, the Fata Morgana, the Novaya-Zemlya, the Vikings end of the world, the distortions caused by heat waves and the green flash.


Computer Graphics Forum | 2008

Visualizing Underwater Ocean Optics

Diego Gutierrez; Francisco J. Serón; Adolfo Muñoz; Oscar Anson

Simulating the in‐water ocean light field is a daunting task. Ocean waters are one of the richest participating media, where light interacts not only with water molecules, but with suspended particles and organic matter as well. The concentration of each constituent greatly affects these interactions, resulting in very different hues. Inelastic scattering events such as fluorescence or Raman scattering imply energy transfers that are usually neglected in the simulations. Our contributions in this paper are a bio‐optical model of ocean waters suitable for computer graphics simulations, along with an improved method to obtain an accurate solution of the in‐water light field based on radiative transfer theory. The method provides a link between the inherent optical properties that define the medium and its apparent optical properties, which describe how it looks. The bio‐optical model of the ocean uses published data from oceanography studies. For inelastic scattering we compute all frequency changes at higher and lower energy values, based on the spectral quantum efficiency function of the medium. The results shown prove the usability of the system as a predictive rendering algorithm. Areas of application for this research span from underwater imagery to remote sensing; the resolution method is general enough to be usable in any type of participating medium simulation.


Computer Graphics Forum | 2011

BSSRDF Estimation from Single Images

Adolfo Muñoz; Jose I. Echevarria; Francisco J. Serón; Jorge Lopez-Moreno; Mashhuda Glencross; Diego Gutierrez

We present a novel method to estimate an approximation of the reflectance characteristics of optically thick, homogeneous translucent materials using only a single photograph as input. First, we approximate the diffusion profile as a linear combination of piecewise constant functions, an approach that enables a linear system minimization and maximizes robustness in the presence of suboptimal input data inferred from the image. We then fit to a smoother monotonically decreasing model, ensuring continuity on its first derivative. We show the feasibility of our approach and validate it in controlled environments, comparing well against physical measurements from previous works. Next, we explore the performance of our method in uncontrolled scenarios, where neither lighting nor geometry are known. We show that these can be roughly approximated from the corresponding image by making two simple assumptions: that the object is lit by a distant light source and that it is globally convex, allowing us to capture the visual appearance of the photographed material. Compared with previous works, our technique offers an attractive balance between visual accuracy and ease of use, allowing its use in a wide range of scenarios including off‐the‐shelf, single images, thus extending the current repertoire of real‐world data acquisition techniques.


international conference on computer graphics and interactive techniques | 2008

Depicting procedural caustics in single images

Diego Gutierrez; Francisco J. Serón; Jorge Lopez-Moreno; Maria P. Sanchez; Jorge Fandos; Erik Reinhard

We present a powerful technique to simulate and approximate caustics in images. Our algorithm is designed to produce good results without the need to painstakingly paint over pixels. The ability to edit global illumination through image processing allows interaction with images at a level which has not yet been demonstrated, and significantly augments and extends current image-based material editing approaches. We show by means of a set of psychophysical experiments that the resulting imagery is visually plausible and on par with photon mapping, albeit without the need for hand-modeling the underlying geometry.


The Visual Computer | 2005

The Evolution of a WILDLAND Forest FIRE FRONT

Francisco J. Serón; Diego Gutierrez; Juan A. Magallon; Luis Ferragut; M. Isabel Asensio

The rate of the spread and shape of a forest fire front is a problem that has not been thoughtfully studied from a computer graphics perspective. Here, using physically based computer graphics modeling, we propose a model for the simulation of wildland fires over 3D complex terrain. The model is based on conservation laws of energy and species, which includes radiation convection, reaction and natural convection, and takes into account the endothermic and exothermic phases of this kind of phenomenon. As an application, a simulation of a wildland fire in the Ebro basin of Spain is presented. The results are visualized on synthetic imagery, obtained by using the digital model of the studied terrain plus its corresponding images acquired by the Spot 4 and LandSat TM satellites.

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Eva Cerezo

University of Zaragoza

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José Badal

University of Zaragoza

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Oscar Anson

University of Zaragoza

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Alfredo Pina

Universidad Pública de Navarra

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V. Corchete

University of Zaragoza

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