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Dive into the research topics where Mateu Sbert is active.

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Featured researches published by Mateu Sbert.


IEEE Transactions on Visualization and Computer Graphics | 2006

Importance-Driven Focus of Attention

Ivan Viola; Miquel Feixas; Mateu Sbert; M.E. Groller

This paper introduces a concept for automatic focusing on features within a volumetric data set. The user selects a focus, i.e., object of interest, from a set of pre-defined features. Our system automatically determines the most expressive view on this feature. A characteristic viewpoint is estimated by a novel information-theoretic framework which is based on the mutual information measure. Viewpoints change smoothly by switching the focus from one feature to another one. This mechanism is controlled by changes in the importance distribution among features in the volume. The highest importance is assigned to the feature in focus. Apart from viewpoint selection, the focusing mechanism also steers visual emphasis by assigning a visually more prominent representation. To allow a clear view on features that are normally occluded by other parts of the volume, the focusing for example incorporates cut-away views


tests and proofs | 2009

A unified information-theoretic framework for viewpoint selection and mesh saliency

Miquel Feixas; Mateu Sbert; Francisco González

Viewpoint selection is an emerging area in computer graphics with applications in fields such as scene exploration, image-based modeling, and volume visualization. In particular, best view selection algorithms are used to obtain the minimum number of views (or images) in order to understand or model an object or scene better. In this article, we present a unified framework for viewpoint selection and mesh saliency based on the definition of an information channel between a set of viewpoints (input) and the set of polygons of an object (output). The mutual information of this channel is shown to be a powerful tool to deal with viewpoint selection, viewpoint stability, object exploration and viewpoint-based saliency. In addition, viewpoint mutual information is extended using saliency as an importance factor, showing how perceptual criteria can be incorporated to our method. Although we use a sphere of viewpoints around an object, our framework is also valid for any set of viewpoints in a closed scene. A number of experiments demonstrate the robustness of our approach and the good behavior of the proposed measures.


Computer Graphics Forum | 2003

Automatic View Selection Using Viewpoint Entropy and its Application to Image‐Based Modelling

Pere-Pau Vázquez; Miquel Feixas; Mateu Sbert; Wolfgang Heidrich

In the last decade a new family of methods, namely Image‐Based Rendering, has appeared. These techniques rely on the use of precomputed images to totally or partially substitute the geometric representation of the scene. This allows to obtain realistic renderings even with modest resources. The main problem is the amount of data needed, mainly due to the high redundancy and the high computational cost of capture. In this paper we present a new method to automatically determine the correct camera placement positions in order to obtain a minimal set of views for Image‐Based Rendering. The input is a 3D polyhedral model including textures and the output is a set of views that sample all visible polygons at an appropriate rate. The viewpoints should cover all visible polygons with an adequate quality, so that we sample the polygons at sufficient rate. This permits to avoid the excessive redundancy of the data existing in several other approaches. We also reduce the cost of the capturing process, as the number of actually computed reference views decreases. The localization of interesting viewpoints is performed with the aid of an information theory‐based measure, dubbed viewpoint entropy. This measure is used to determine the amount of information seen from a viewpoint. Next we develop a greedy algorithm to minimize the number of images needed to represent a scene. In contrast to other approaches, our system uses a special preprocess for textures to avoid artifacts appearing in partially occluded textured polygons. Therefore no visible detail of these images is lost.


IEEE Computer Graphics and Applications | 2008

Informational Aesthetics Measures

Jaume Rigau; Miquel Feixas; Mateu Sbert

The Birkhoff aesthetic measure of an object is the ratio between order and complexity. Informational aesthetics describes the interpretation of this measure from an information-theoretic perspective. From these ideas, the authors define a set of ratios based on information theory and Kolmogorov complexity that can help to quantify the aesthetic experience.


IEEE Computer Graphics and Applications | 2003

Fast, realistic lighting for video games

Andrey Iones; Anton Krupkin; Mateu Sbert; Sergey Zhukov

A novel, view-independent technology produces natural-looking lighting effects faster than radiosity and ray tracing. The approach is suited for 3D real-time interactive applications and production rendering.


eurographics | 2005

Viewpoint quality: measures and applications

Mateu Sbert; Dimitri Plemenos; Miquel Feixas; Francisco González

Several methods that use the notion of viewpoint quality have been recently introduced in different areas of computer graphics, such as scene understanding, exploration of virtual worlds, radiosity and global illumination, image-based rendering and modelling. In this paper, we analyze the behavior of three different viewpoint quality measures. The first one is a heuristic measure, the second one is the viewpoint entropy, and the third one is a new measure based on the Kullback-Leibler distance between the projected and actual distributions of the areas of the polygons in the scene. In addition, this paper reviews different applications and introduces a new algorithm using the Kullback-Leibler distance for the selection of a representative set of n views. Our method is based in selecting the view that minimizes the Kullback-Leibler distance between the mixture of the distributions of all selected views and the actual area distribution.


Computer Graphics Forum | 1999

An Information Theory Framework for the Analysis of Scene Complexity

Miquel Feixas; Esteve del Acebo; Philippe Bekaert; Mateu Sbert

In this paper we present a new framework for the analysis of scene visibility and radiosity complexity. We introduce a number of complexity measures from information theory quantifying how difficult it is to compute with accuracy the visibility and radiosity in a scene. We define the continuous mutual information as a complexity measure of a scene, independent of whatever discretisation, and discrete mutual information as the complexity of a discretised scene. Mutual information can be understood as the degree of correlation or dependence between all the points or patches of a scene. Thus, low complexity corresponds to low correlation and vice versa. Experiments illustrating that the best mesh of a given scene among a number of alternatives corresponds to the one with the highest discrete mutual information, indicate the feasibility of the approach. Unlike continuous mutual information, which is very cheap to compute, the computation of discrete mutual information can however be quite demanding. We will develop cheap complexity measure estimates and derive practical algorithms from this framework in future work.


eurographics symposium on rendering techniques | 1998

Hierarchical Monte Carlo Radiosity

Philippe Bekaert; László Neumann; Attila Neumann; Mateu Sbert; Yves D. Willems

Hierarchical radiosity and Monte Carlo radiosity are branches of radiosity research that focus on complementary problems. The synthesis of both families of radiosity algorithms has however received little attention until now. In this paper, a procedure is presented that bridges the gap. It allows any proposed hierarchical refinement strategy to be investigated in the context of an arbitrary discrete Monte Carlo radiosity algorithm. The synthesis of Monte Carlo radiosity and hierarchical radiosity yields more reliable and easy-to-use radiosity algorithms. Our experiments show that storage requirements for rendering complex models can be reduced to about 20% compared to hierarchical radiosity. At the same time, computation times for images of very reasonable quality can be reduced by one order of magnitude.


IEEE Transactions on Visualization and Computer Graphics | 2011

Automatic Transfer Functions Based on Informational Divergence

Marc Ruiz; Anton Bardera; Imma Boada; Ivan Viola; Miquel Feixas; Mateu Sbert

In this paper we present a framework to define transfer functions from a target distribution provided by the user. A target distribution can reflect the data importance, or highly relevant data value interval, or spatial segmentation. Our approach is based on a communication channel between a set of viewpoints and a set of bins of a volume data set, and it supports 1D as well as 2D transfer functions including the gradient information. The transfer functions are obtained by minimizing the informational divergence or Kullback-Leibler distance between the visibility distribution captured by the viewpoints and a target distribution selected by the user. The use of the derivative of the informational divergence allows for a fast optimization process. Different target distributions for 1D and 2D transfer functions are analyzed together with importance-driven and view-based techniques.


Computers & Graphics | 2009

Computational Aesthetics 2008: Categorizing art: Comparing humans and computers

Christian Wallraven; Roland W. Fleming; Douglas W. Cunningham; Jaume Rigau; Miquel Feixas; Mateu Sbert

The categorization of art (paintings, literature) into distinct styles such as Expressionism, or Surrealism has had a profound influence on how art is presented, marketed, analyzed, and historicized. Here, we present results from human and computational experiments with the goal of determining to which degree such categories can be explained by simple, low-level appearance information in the image. Following experimental methods from perceptual psychology on category formation, naive, non-expert participants were first asked to sort printouts of artworks from different art periods into categories. Converting these data into similarity data and running a multi-dimensional scaling (MDS) analysis, we found distinct categories which corresponded sometimes surprisingly well to canonical art periods. The result was cross-validated on two complementary sets of artworks for two different groups of participants showing the stability of art interpretation. The second focus of this paper was on determining how far computational algorithms would be able to capture human performance or would be able in general to separate different art categories. Using several state-of-the-art algorithms from computer vision, we found that whereas low-level appearance information can give some clues about category membership, human grouping strategies included also much higher-level concepts.

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László Szirmay-Kalos

Budapest University of Technology and Economics

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Pere-Pau Vázquez

Polytechnic University of Catalonia

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