Nuria Pelechano

Orcid: 0000-0002-1437-245X

Affiliations:
  • Polytechnic University of Catalonia, Barcelona, Spain


According to our database1, Nuria Pelechano authored at least 57 papers between 2003 and 2024.

Collaborative distances:
  • Dijkstra number2 of four.
  • Erdős number3 of four.

Timeline

Legend:

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Online presence:

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Bibliography

2024
SparsePoser: Real-time Full-body Motion Reconstruction from Sparse Data.
ACM Trans. Graph., February, 2024

Exploring the Role of Expected Collision Feedback in Crowded Virtual Environments.
Proceedings of the IEEE Conference Virtual Reality and 3D User Interfaces, 2024

2023
Fitted avatars: automatic skeleton adjustment for self-avatars in virtual reality.
Virtual Real., September, 2023

GREIL-Crowds: Crowd Simulation with Deep Reinforcement Learning and Examples.
ACM Trans. Graph., August, 2023

Fighting Pandemics With Computer Graphics and Applications.
IEEE Computer Graphics and Applications, 2023

Animation Fidelity in Self-Avatars: Impact on User Performance and Sense of Agency.
Proceedings of the IEEE Conference Virtual Reality and 3D User Interfaces, 2023

2022
Combining Motion Matching and Orientation Prediction to Animate Avatars for Consumer-Grade VR Devices.
Comput. Graph. Forum, December, 2022

Conference on graphics, patterns and images.
Pattern Recognit. Lett., 2022

Editorial: Simulating virtual humans and crowds for virtual reality.
Frontiers Virtual Real., 2022

Authoring Virtual Crowds: A Survey.
Comput. Graph. Forum, 2022

Towards a human-like approach to path finding.
Comput. Graph., 2022

AvatarGo: Plug and Play self-avatars for VR.
Proceedings of the 43rd Annual Conference of the European Association for Computer Graphics, 2022

2021
Procedural crowd generation for semantically augmented virtual cities.
Comput. Graph., 2021

Foreword to the special section on SIBGRAPI-Conference on Graphics, Patterns and Images is an international conference 2020.
Comput. Graph., 2021

The Impact of Animations in the Perception of a Simulated Crowd.
Proceedings of the Advances in Computer Graphics, 2021

2020
Follower behavior under stress in immersive VR.
Virtual Real., 2020

The Rocketbox Library and the Utility of Freely Available Rigged Avatars.
Frontiers Virtual Real., 2020

Comparing navigation meshes: Theoretical analysis and practical metrics.
Comput. Graph., 2020

Multi-agent parallel hierarchical path finding in navigation meshes (MA-HNA*).
Comput. Graph., 2020

Avatars rendering and its effect on perceived realism in Virtual Reality.
Proceedings of the IEEE International Conference on Artificial Intelligence and Virtual Reality, 2020

2019
An automatic tool to facilitate authoring animation blending in game engines.
Proceedings of the Motion, Interaction and Games, 2019

Smooth Transitioning Between two Walking Metaphors for Virtual Reality Applications.
Proceedings of the XXIX Spanish Computer Graphics Conference, 2019

2018
VR-assisted Architectural Design in a Heritage Site: the Sagrada Família Case Study.
Proceedings of the GCH 2018, 2018

Users' locomotor behavior in collaborative virtual reality.
Proceedings of the 11th Annual International Conference on Motion, Interaction, and Games, 2018

2017
Improvements to hierarchical pathfinding for navigation meshes.
Proceedings of the Tenth International Conference on Motion in Games, 2017

Introduction to Crowd Simulation.
Proceedings of the 38th Annual Conference of the European Association for Computer Graphics, 2017

Procedural Semantic Cities.
Proceedings of the XXVII Spanish Computer Graphics Conference, 2017

2016
A Survey of Real-Time Crowd Rendering.
Comput. Graph. Forum, 2016

Hierarchical path-finding for Navigation Meshes (HNA<sup>⁎</sup>).
Comput. Graph., 2016

A comparative study of navigation meshes.
Proceedings of the 9th International Conference on Motion in Games, 2016

2015
Virtual Crowds: Steps Toward Behavioral Realism
Synthesis Lectures on Visual Computing, Morgan & Claypool Publishers, ISBN: 978-3-031-02586-0, 2015

Clearance for diversity of agents' sizes in navigation meshes.
Comput. Graph., 2015

Footstep parameterized motion blending using barycentric coordinates.
Comput. Graph., 2015

From One to Many: Simulating Groups of Agents with Reinforcement Learning Controllers.
Proceedings of the Intelligent Virtual Agents - 15th International Conference, 2015

Exploiting the Potential of Image Based Crowd Rendering.
Proceedings of the 36th Annual Conference of the European Association for Computer Graphics, 2015

2014
Simulated Virtual Crowds Coupled with Camera-Tracked Humans.
Proceedings of the Computer Vision, Imaging and Computer Graphics - Theory and Applications, 2014

Coupling Camera-tracked Humans with a Simulated Virtual Crowd.
Proceedings of the GRAPP 2014, 2014

Simulating Heterogeneous Crowds with Interactive Behaviors.
Proceedings of the 35th Annual Conference of the European Association for Computer Graphics, 2014

CAVAST: The Crows Animation, Visualization, and Simulation Testbed.
Proceedings of the XXIV Spanish Computer Graphics Conference, 2014

2013
NEOGEN: Near optimal generator of navigation meshes for 3D multi-layered environments.
Comput. Graph., 2013

Multi-domain real-time planning in dynamic environments.
Proceedings of the ACM SIGGRAPH / Eurographics Symposium on Computer Animation, 2013

A Generalized Exact Arbitrary Clearance Technique for Navigation Meshes.
Proceedings of the Motion in Games, 2013

Introductory Graphics for Very Diverse Audiences.
Proceedings of the 34th Annual Conference of the European Association for Computer Graphics, 2013

2012
Efficient rendering of animated characters through optimized per-joint impostors.
Comput. Animat. Virtual Worlds, 2012

Distance Learning in Computer Graphics.
Proceedings of the 33rd Annual Conference of the European Association for Computer Graphics, 2012

A GPU Based Method for the Automatic Generation of Near-Optimal Navigation Meshes.
Proceedings of the XXII Spanish Computer Graphics Conference, 2012

2011
Avatar Locomotion in Crowd Simulation.
Int. J. Virtual Real., 2011

A Flexible Approach for Output-Sensitive Rendering of Animated Characters.
Comput. Graph. Forum, 2011

How the Ocean Personality Model Affects the Perception of Crowds.
IEEE Computer Graphics and Applications, 2011

Automatic Generation of Suboptimal NavMeshes.
Proceedings of the Motion in Games - 4th International Conference, 2011

2009
A Framework for Rendering, Simulation and Animation of Crowds.
Proceedings of the XIX Spanish Computer Graphics Conference, 2009

2008
Virtual Crowds: Methods, Simulation, and Control
Synthesis Lectures on Computer Graphics and Animation, Morgan & Claypool Publishers, ISBN: 978-3-031-79242-7, 2008

Being a part of the crowd: towards validating VR crowds using presence.
Proceedings of the 7th International Joint Conference on Autonomous Agents and Multiagent Systems (AAMAS 2008), 2008

Creating crowd variation with the OCEAN personality model.
Proceedings of the 7th International Joint Conference on Autonomous Agents and Multiagent Systems (AAMAS 2008), 2008

2007
Controlling individual agents in high-density crowd simulation.
Proceedings of the 2007 ACM SIGGRAPH/Eurographics Symposium on Computer Animation, 2007

2006
Modeling Crowd and Trained Leader Behavior during Building Evacuation.
IEEE Computer Graphics and Applications, 2006

2003
A Grid Representation for Distributed Virtual Environments.
Proceedings of the Grid Computing, 2003


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