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Enric Marti, Jordi Regincos, Jaime Lopez-Krahe, & Juan J.Villanueva. (1992)." Interpretación de dibujos lineales a mano alzada como objetos 3D" In V Simposium Nacional de Reconocimiento de Formas y Análisis de Imágenes. València.
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Enric Marti, Carme Julia, & Debora Gil. (2007). "A PBL Experience in the Teaching of Computer Graphics " In XVII Congreso Español de Informàtica Gráfica (Vol. 25, pp. 95–103).
Abstract: Project-Based Learning (PBL) is an educational strategy to improve student’s learning capability that, in recent years, has had a progressive acceptance in undergraduate studies. This methodology is based on solving a problem or project in a student working group. In this way, PBL focuses on learning the necessary tools to correctly find a solution to given problems. Since the learning initiative is transferred to the student, the PBL method promotes students own abilities. This allows a better assessment of the true workload that carries out the student in the subject. It follows that the methodology conforms to the guidelines of the Bologna document, which quantifies the student workload in a subject by means of the European credit transfer system (ECTS). PBL is currently applied in undergraduate studies needing strong practical training such as medicine, nursing or law sciences. Although this is also the case in engineering studies, amazingly, few experiences have been reported. In this paper we propose to use PBL in the educational organization of the Computer Graphics subjects in the Computer Science degree. Our PBL project focuses in the development of a C++ graphical environment based on the OpenGL libraries for visualization and handling of different graphical objects. The starting point is a basic skeleton that already includes lighting functions, perspective projection with mouse interaction to change the point of view and three predefined objects. Students have to complete this skeleton by adding their own functions to solve the project. A total number of 10 projects have been proposed and successfully solved. The exercises range from human face rendering to articulated objects, such as robot arms or puppets. In the present paper we extensively report the statement and educational objectives for two of the projects: solar system visualization and a chess game. We report our earlier educational experience based on the standard classroom theoretical, problem and practice sessions and the reasons that motivated searching for other learning methods. We have mainly chosen PBL because it improves the student learning initiative. We have applied the PBL educational model since the beginning of the second semester. The student’s feedback increases in his interest for the subject. We present a comparative study of the teachers’ and students’ workload between PBL and the classic teaching approach, which suggests that the workload increase in PBL is not as high as it seems.
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Enric Marti, Jordi Regincos, & Jaime Lopez-Krahe. (1991)." Interpretación de Dibujos Lineales a Mano Alzada Representando Escenas Tridimensionales" In Primer Congreso Español de Informática..
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J.A.Perez, Enric Marti, & Juan J.Villanueva. (1992)." Interfase de Usuario de Entrada de Datos 3D en un CAD de Cartografía Urbana a partir de Pares Estereoscópicos" In II Congreso Español de Informática Gráfica (pp. 47–60).
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Ferran Poveda, Jaume Garcia, Enric Marti, & Debora Gil. (2010). "Validation of the myocardial architecture in DT-MRI tractography " In Medical Image Computing in Catalunya: Graduate Student Workshop (pp. 29–30). Girona (Spain).
Abstract: Deep understanding of myocardial structure may help to link form and funcion of the heart unraveling crucial knowledge for medical and surgical clinical procedures and studies. In this work we introduce two visualization techniques based on DT-MRI streamlining able to decipher interesting properties of the architectural organization of the heart.
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Petia Radeva, & Enric Marti. (1995). "An improved model of snakes for model-based segmentation " In Proceedings of Computer Analysis of Images and Patterns (pp. 515–520).
Abstract: The main advantage of segmentation by snakes consists in its ability to incorporate smoothness constraints on the detected shapes that can occur. Likewise, we propose to model snakes with other properties that reflect the information provided about the object of interest in a different extent. We consider different kinds of snakes, those searching for contours with a certain direction, those preserving an object’s model, those seeking for symmetry, those expanding open, etc. The availability of such a collection of snakes allows not only the more complete use of the knowledge about the segmented object, but also to solve some problems of the existing snakes. Our experiments on segmentation of facial features justify the usefulness of snakes with different properties.
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Petia Radeva, & Enric Marti. (1995). Facial Features Segmentation by Model-Based Snakes In International Conference on Computing Analysis and Image Processing. Bellaterra (Barcelona), Spain.
Abstract: Deformable models have recently been accepted as a standard technique to segment different features in facial images. Despite they give a good approximation of the salient features in a facial image, the resulting shapes of the segmentation process seem somewhat artificial with respect to the natural feature shapes. In this paper we show that active contour models (in particular, rubber snakes) give more close and natural representation of the detected feature shape. Besides, using snakes for facial segmentation frees us from the problem of determination of the numerous weigths of deformable models. Another advantage of rubber snakes is their reduced computational cost. Our experiments using rubber snakes for segmentation of facial snapshots have shown a significant improvement compared to deformable models.
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Petia Radeva, Joan Serrat, & Enric Marti. (1995). "A snake for model-based segmentation " In Proc. Conf. Fifth Int Computer Vision (pp. 816–821).
Abstract: Despite the promising results of numerous applications, the hitherto proposed snake techniques share some common problems: snake attraction by spurious edge points, snake degeneration (shrinking and attening), convergence and stability of the deformation process, snake initialization and local determination of the parameters of elasticity. We argue here that these problems can be solved only when all the snake aspects are considered. The snakes proposed here implement a new potential eld and external force in order to provide a deformation convergence, attraction by both near and far edges as well as snake behaviour selective according to the edge orientation. Furthermore, we conclude that in the case of model-based seg mentation, the internal force should include structural information about the expected snake shape. Experiments using this kind of snakes for segmenting bones in complex hand radiographs show a signicant improvement.
Keywords: snakes; elastic matching; model-based segmenta tion
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F. Javier Sanchez, Jordi Vitria, & Enric Marti. (1991)." Transformaciones Morfológicas de Polígonos Isotéticos" In Primer Congreso Español de Informática Gráfica..
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Gemma Sanchez, Josep Llados, & Enric Marti. (1997). Segmentation and analysis of linial texture in plans In Intelligence Artificielle et Complexité.. Paris.
Abstract: The problem of texture segmentation and interpretation is one of the main concerns in the field of document analysis. Graphical documents often contain areas characterized by a structural texture whose recognition allows both the document understanding, and its storage in a more compact way. In this work, we focus on structural linial textures of regular repetition contained in plan documents. Starting from an atributed graph which represents the vectorized input image, we develop a method to segment textured areas and recognize their placement rules. We wish to emphasize that the searched textures do not follow a predefined pattern. Minimal closed loops of the input graph are computed, and then hierarchically clustered. In this hierarchical clustering, a distance function between two closed loops is defined in terms of their areas difference and boundary resemblance computed by a string matching procedure. Finally it is noted that, when the texture consists of isolated primitive elements, the same method can be used after computing a Voronoi Tesselation of the input graph.
Keywords: Structural Texture, Voronoi, Hierarchical Clustering, String Matching.
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