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Dive into the research topics where Roger Blanco i Ribera is active.

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Featured researches published by Roger Blanco i Ribera.


Computer Graphics Forum | 2012

Video Panorama for 2D to 3D Conversion

Roger Blanco i Ribera; Sungwoo Choi; Younghui Kim; Jungjin Lee; Junyong Noh

Accurate depth estimation is a challenging, yet essential step in the conversion of a 2D image sequence to a 3D stereo sequence. We present a novel approach to construct a temporally coherent depth map for each image in a sequence. The quality of the estimated depth is high enough for the purpose of2D to 3D stereo conversion. Our approach first combines the video sequence into a panoramic image. A user can scribble on this single panoramic image to specify depth information. The depth is then propagated to the remainder of the panoramic image. This depth map is then remapped to the original sequence and used as the initial guess for each individual depth map in the sequence. Our approach greatly simplifies the required user interaction during the assignment of the depth and allows for relatively free camera movement during the generation of a panoramic image. We demonstrate the effectiveness of our method by showing stereo converted sequences with various camera motions.


international conference on computer graphics and interactive techniques | 2016

SketchiMo: sketch-based motion editing for articulated characters

Byungkuk Choi; Roger Blanco i Ribera; John P. Lewis; Yeongho Seol; Seok-Pyo Hong; Haegwang Eom; Sunjin Jung; Junyong Noh

We present SketchiMo, a novel approach for the expressive editing of articulated character motion. SketchiMo solves for the motion given a set of projective constraints that relate the sketch inputs to the unknown 3D poses. We introduce the concept of sketch space, a contextual geometric representation of sketch targets---motion properties that are editable via sketch input---that enhances, right on the viewport, different aspects of the motion. The combination of the proposed sketch targets and space allows for seamless editing of a wide range of properties, from simple joint trajectories to local parent-child spatiotemporal relationships and more abstract properties such as coordinated motions. This is made possible by interpreting the users input through a new sketch-based optimization engine in a uniform way. In addition, our view-dependent sketch space also serves the purpose of disambiguating the user inputs by visualizing their range of effect and transparently defining the necessary constraints to set the temporal boundaries for the optimization.


Computer Graphics Forum | 2015

Interactive Rigging with Intuitive Tools

Seungbae Bang; Byungkuk Choi; Roger Blanco i Ribera; Meekyoung Kim; Sung-Hee Lee; Junyong Noh

Rigging is a core element in the process of bringing a 3D character to life. The rig defines and delimits the motions of the character and provides an interface for an animator with which to interact with the 3D character. The quality of the rig has a key impact on the expressiveness of the character. Creating a usable, rich, production ready rig is a laborious task requiring direct intervention by a trained professional because the goal is difficult to achieve with fully automatic methods. We propose a semi‐automatic rigging editing framework which eases the need for manual intervention while maintaining an important degree of control over the final rig. Starting by automatically generated base rig, we provide interactive operations which efficiently configure the skeleton structure and mesh skinning.


international conference on d imaging | 2011

Depth and texture imaging using time-varying color structured lights

Hyon-Gon Choo; Roger Blanco i Ribera; Jin Soo Choi; Jin Woong Kim

In this paper, a depth and texture imaging method using time-varying color structured lights is introduced. Three structured patterns are periodically projected on a scene and captured with our system to produce depth and texture images simultaneously. The color difference between three patterns is used to identify the projected patterns color, and the texture image can be simultaneously obtained by adding the colors of the patterned images. The experimental results show that the proposed method is suitable for depth and texture imaging for static and slow moving objects.


Computer Animation and Virtual Worlds | 2011

Stereoscopic image generation of background terrain scenes

Huicheol Hwang; Kyehyun Kim; Roger Blanco i Ribera; Junyong Noh

The reconstruction of 3D terrain geometry from images is essential for compositing CG objects into a live‐action background or for 2D to 3D conversion of terrain scenes. We present a novel mesh refinement algorithm for the creation of stereoscopic images of terrain scenes. Previous approaches emphasise the smoothness of the resulting terrain mesh over accuracy 1 . Point cloud‐based methods cannot effectively recover the entire surface, leading to visual discrepancies after monocular sequences are converted into 3D stereo. As misalignment or inaccurate 3D terrain data over corresponding 2D background images can result in visual fatigue when stereo sequences are generated, ensuring accuracy of the reconstructed geometry is very important. To achieve the necessary accuracy, our method evaluates mesh errors utilising a texture projection onto the geometry and refines the mesh using Laplacian‐based editing. Our algorithm automatically generates stereoscopic images of terrain scenes. In addition, our method simplifies identification and compositing of foreground objects on the terrain geometry. Copyright


international conference on computer graphics and interactive techniques | 2010

Virtual face sculpting

Jean Charles Bazin; Soonkee Chung; Roger Blanco i Ribera; Quang Pham; In So Kweon

This paper introduces the new concept of virtual face sculpting. Given the images of a human face and a statue face (cf Fig 1-a and b), the goal of this application is to sculpt a virtual statue (cf Fig 1-c) as if the human face was sculpted on the statue. This problem is complicated and must face some important difficulties. For example, the virtual sculpture must verify the color and texture consistency of the original statue. Moreover, the structure of the human face must also not be modified, otherwise the person will not be recognizable.


Computer Graphics Forum | 2017

Sparse Rig Parameter Optimization for Character Animation

Jaewon Song; Roger Blanco i Ribera; Kyungmin Cho; Mi You; John P. Lewis; Byungkuk Choi; Junyong Noh

We propose a novel motion retargeting method that efficiently estimates artist‐friendly rig space parameters. Inspired by the workflow typically observed in keyframe animation, our approach transfers a source motion into a production friendly character rig by optimizing the rig space parameters while balancing the considerations of fidelity to the source motion and the ease of subsequent editing. We propose the use of an intermediate object to transfer both the skeletal motion and the mesh deformation. The target rig‐space parameters are then optimized to minimize the error between the motion of an intermediate object and the target character. The optimization uses a set of artist defined weights to modulate the effect of the different rig space parameters over time. Sparsity inducing regularizers and keyframe extraction streamline any additional editing processes. The results obtained with different types of character rigs demonstrate the versatility of our method and its effectiveness in simplifying any necessary manual editing within the production pipeline.


Archive | 2013

Method and apparatus for 2d to 3d conversion using panorama image

Jun Yong Noh; Sung Woo Choi; Roger Blanco i Ribera; Young Hui Kim; Jungjin Lee


Archive | 2013

METHOD AND SYSTEM FOR CREATING DYNAMIC FLOATING WINDOW FOR STEREOSCOPIC CONTENTS

Jun Yong Noh; Hyungjin Kim; Young Hui Kim; Jungjin Lee; Sung Woo Choi; Roger Blanco i Ribera


international conference on computer graphics and interactive techniques | 2015

Interactive rigging

Seungbae Bang; Byungkuk Choi; Roger Blanco i Ribera; Meekyoung Kim; Sung-Hee Lee; Junyong Noh

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