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Josep Llados, & Enric Marti. (1995). "Interpretacio de dibuixos lineals mitjançant tècniques d isomorfisme entre grafs " In Trobada de Joves Investigadors.
Abstract: L’anàlisi de documents té com a objectiu la interpretació automàtica de documents impresos sobre paper, amb la finalitat d’obtenir una descripció simbòlica d’aquests, que permeti el seu emmagatzemament i posterior tractament computacional. Les tècniques basades en grafs relacionals d’atributs permeten representar de manera compacta la informació continguda en dibuixos lineals i mitjançant mecanismes d’isomorfisme entre grafs, reconèixer-hi certes estructures i d’aquesta manera, interpretar el document. En aquest treball es dóna una visió general de les tènciques de grafs aplicades al reconeixement visual d’objectes en problemes d’anàlisi de documents. Aquestes tècniques s’il·lustren amb un exemple de reconeixement de plànols dibuixats a mà alçada. Finalment es proposa la utilització de tècniques de Hough com a mecanisme per accelerar el procés de reconeixement aplicant un cert coneixement sobre el domini en el que es treballa
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Josep Llados, Jaime Lopez-Krahe, & Enric Marti. (1996). "Hand drawn document understanding using the straight line Hough transform and graph matching " In Proceedings of the 13th International Pattern Recognition Conference (ICPR’96) (Vol. 2, pp. 497–501). Vienna , Austria.
Abstract: This paper presents a system to understand hand drawn architectural drawings in a CAD environment. The procedure is to identify in a floor plan the building elements, stored in a library of patterns, and their spatial relationships. The vectorized input document and the patterns to recognize are represented by attributed graphs. To recognize the patterns as such, we apply a structural approach based on subgraph isomorphism techniques. In spite of their value, graph matching techniques do not recognize adequately those building elements characterized by hatching patterns, i.e. walls. Here we focus on the recognition of hatching patterns and develop a straight line Hough transform based method in order to detect the regions filled in with parallel straight fines. This allows not only to recognize filling patterns, but it actually reduces the computational load associated with the subgraph isomorphism computation. The result is that the document can be redrawn by editing all the patterns recognized
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Josep Llados, Enric Marti, & Jaime Lopez-Krahe. (1999). "A Hough-based method for hatched pattern detection in maps and diagrams " In Proceeding of the Fifth Int. Conf. Document Analysis and Recognition ICDAR ’99 (pp. 479–482).
Abstract: A hatched area is characterized by a set of parallel straight lines placed at regular intervals. In this paper, a Hough-based schema is introduced to recognize hatched areas in technical documents from attributed graph structures representing the document once it has been vectorized. Defining a Hough-based transform from a graph instead of the raster image allows to drastically reduce the processing time and, second, to obtain more reliable results because straight lines have already been detected in the vectorization step. A second advantage of the proposed method is that no assumptions must be made a priori about the slope and frequency of hatching patterns, but they are computed in run time for each hatched area.
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Enric Marti, Debora Gil, & Carme Julia. (2005). "A PBL experience in the teaching of Computer Graphics " In EUROGRAPHICS Proceedings (Vol. 5, 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.
Keywords: project-based learning; computer graphics education; Open GL; rendering techniques; computer animation techniques; Graphics packages; Hierarchy and geometric transformations; Animation; Color; shading; shadowing and texture; fractals; hidden line/surface removal; Problem Based Learning
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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. Mauri, Eduard Fernandez-Nofrerias, B. Garcia del Blanco, E. Iraculis, J.A. Gomez-Hospital, J. Comin, et al. (2000)." Moviment del vas en l anàlisi d imatges d ecografia intracoronària: un model matemàtic" In Congrés de la Societat Catalana de Cardiologia..
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J. Mauri, Eduard Fernandez-Nofrerias, J. Comin, B. Garcia del Blanco, E. Iraculis, J.A. Gomez-Hospital, et al. (2000)." Avaluació del Conjunt Stent/Artèria mitjançant ecografia intracoronària: lentorn informàtic" In Congrés de la Societat Catalana de Cardiologia..
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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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