Jorge Jimenez

Jorge Jimenez
Activision Blizzard

PhD in Computer Graphics

About

19
Publications
13,799
Reads
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442
Citations
Citations since 2017
2 Research Items
223 Citations
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Publications

Publications (19)
Article
In this paper, we propose two real-time models for simulating subsurface scattering for a large variety of translucent materials, which need under 0.5 ms per frame to execute. This makes them a practical option for real-time production scenarios. Current state-of-the-art, real-time approaches simulate subsurface light transport by approximating the...
Conference Paper
Full-text available
Overview In 2008, the "Digital Emily" project [Alexander et al. 2009] showed how a set of high-resolution facial expressions scanned in a light stage could be rigged into a real-time photoreal digital character and driven with video-based facial animation techniques. However, Digital Emily was rendered offline, involved just the front of the face,...
Article
We present a new image-based, post-processing antialiasing technique, which offers practical solutions to the common, open problems of existing filter-based real-time antialiasing algorithms. Some of the new features include local contrast analysis for more reliable edge detection, and a simple and effective way to handle sharp geometric features a...
Article
Full-text available
For more than a decade, supersample anti-aliasing (SSAA) and multisample anti-aliasing (MSAA) have been the gold-standard anti-aliasing solutions in games. However, these techniques are not well suited for deferred shading or fixed environments like the current generation of consoles. In recent years, industry and academia have been exploring alter...
Article
Recent works in image editing are opening up new possibilities to manipulate and enhance input images. Within this context, we leverage well-known characteristics of human perception along with a simple depth approximation algorithm to generate non-photorealistic renditions that would be difficult to achieve with existing methods. Once a perceptual...
Article
Full-text available
Facial appearance depends on both the physical and physiological state of the skin. As people move, talk, undergo stress, and change expression, skin appearance is in constant flux. One of the key indicators of these changes is the color of skin. Skin color is determined by scattering and absorption of light within the skin layers, caused mostly by...
Article
Diffusion theory allows the production of realistic skin renderings. The dipole and multipole models allow for solving challenging diffusion-theory equations efficiently. By using texture-space diffusion, a Gaussian-based approximation, and programmable graphics hardware, developers can create real-time, photorealistic skin renderings. Performing t...
Conference Paper
Full-text available
Recent works in image editing are opening up new possibilities to manipulate and enhance input images. Within this context, we leverage well-known characteristics of human perception along with a simple depth approximation algorithm to creatively relight images for the purpose of generating non-photorealistic renditions that would be difficult to a...
Article
Full-text available
We propose a novel skin shader which translates the simulation of subsurface scattering from texture space to a screen-space diffusion approximation. It naturally scales well while maintaining a perceptually plausible result. This technique allows us to ensure real-time performance even when several characters may appear on screen at the same time....
Article
We present an alternative interface that allows users to perceive new sensa- tions in virtual environments. Gaze-based interaction in virtual environments creates the feeling of controlling objects with the mind, arguably translating into a more in- tense immersion sensation. Additionally, it is also free of some of the most cumbersome aspects of i...
Article
Full-text available
Figure 1: Evolution of the result of the genetic algorithm as the number of generations increases. Left: original image from which the Buddha's reflectance properties are meant to be captured. Rest (from left to right): partial results every ten generations, showing convergence to the solution. Abstract Most of the current appearance acquisition me...
Article
Full-text available
Figure 1: Computer Graphics applied to wastewater environmental education: Through the combination of 2D and 3D techniques in a step-by-step virtual walkthrough, the user has an enhanced learning experience, visualizing the ins and outs of different water treatment processes. Abstract Computer Graphics has become an important field where other sci-...
Article
Full-text available
Resumen En este artículo presentamos un interfaz alternativo que permite a los usuarios percibir nuevas sensaciones en entornos virtuales. Interactuar en entornos tridimensionales mediante la mirada crea la falsa sensación de controlar objetos con la mente, consiguiendo una inmersión más profunda que la obtenida con otras técnicas. La incorporación...
Article
Rendering realistic human skin is not a trivial task. It means dealing with light diffusion in a multi-layered ma-terial, where multiple subsurface scattering events take place. Great care must be taken when simulating its ap-pearance, to avoid an unnatural, waxy look. Recent works in the field of computer graphics have provided us with the ability...

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