Bedrich Benes

Prof. Bedrich Benes

orcid

Research Focus & Metrics

Academic Career Length

26Years (2001-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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15 August 2012 in Environmental Science & Technology
Verified
Journal Article
Closed access
KGKevin R. Gurney
Kevin R. Gurney
IRIgor Razlivanov
Igor Razlivanov
YSYang Song
Yang Song
Yuyu ZhouYuyu Zhou
Yuyu Zhou
Bedrich BenesBedrich Benes
Bedrich Benes
MAMichel Abdul-Massih
Michel Abdul-Massih

15 January 2014 in Computer Graphics Forum
Verified
Journal Article
Closed access
PDF file
RSRuben M. Smelik
Ruben M. Smelik
TTTim Tutenel
Tim Tutenel
RBRafael Bidarra
Rafael Bidarra
Bedrich BenesBedrich Benes
Bedrich Benes

23 August 2014 in Computer Graphics Forum
Verified
Journal Article
Closed access
PDF file
JVJ. Vanek
J. Vanek
JGJ. A. G. Galicia
J. A. G. Galicia
Bedrich BenesBedrich Benes
Bedrich Benes

18 February 2016 in Journal of Medical Systems
Verified
Journal Article
Closed access
David Escobar-CastillejosDavid Escobar-Castillejos
David Escobar-Castillejos
JNJulieta Noguez
Julieta Noguez
LNLuis Jaime Neri
Luis Jaime Neri
AMAlejandra Magana
Alejandra Magana
Bedrich BenesBedrich Benes
Bedrich Benes

11 July 2016 in ACM Transactions on Graphics
Verified
Journal Article
Open access
GNGen Nishida
Gen Nishida
IGIgnacio Garcia-Dorado
Ignacio Garcia-Dorado
DADaniel G. Aliaga
Daniel G. Aliaga
Bedrich BenesBedrich Benes
Bedrich Benes
ABAdrien Bousseau
Adrien Bousseau
3D modeling remains a notoriously difficult task for novices despite significant research effort to provide intuitive and automated systems. We tackle this problem by combining the strengths of two popular domains: sketch-based modeling and procedural modeling. On the one hand, sketch-based modeling exploits our ability to draw but requires detailed, unambiguous drawings to achieve complex models. On the other hand, procedural modeling automates the creation of precise and detailed geometry but requires the tedious definition and parameterization of procedural models. Our system uses a collection of simple procedural grammars, called snippets, as building blocks to turn sketches into realistic 3D models. We use a machine learning approach to solve the inverse problem of finding the procedural model that best explains a user sketch. We use non-photorealistic rendering to generate artificial data for training convolutional neural networks capable of quickly recognizing the procedural rule intended by a sketch and estimating its parameters. We integrate our algorithm in a coarse-to-fine urban modeling system that allows users to create rich buildings by successively sketching the building mass, roof, facades, windows, and ornaments. A user study shows that by using our approach non-expert users can generate complex buildings in just a few minutes.

20 November 2017 in ACM Transactions on Graphics
Verified
Journal Article
Open access
PDF file
EGEric Guérin
Eric Guérin
JDJulie Digne
Julie Digne
ÉGÉric Galin
Éric Galin
APAdrien Peytavie
Adrien Peytavie
CWChristian Wolf
Christian Wolf
BMBenoît Martinez
Benoît Martinez
Authoring virtual terrains presents a challenge and there is a strong need for authoring tools able to create realistic terrains with simple user-inputs and with high user control. We propose an example-based authoring pipeline that uses a set of terrain synthesizers dedicated to specific tasks. Each terrain synthesizer is a Conditional Generative Adversarial Network trained by using real-world terrains and their sketched counterparts. The training sets are built automatically with a view that the terrain synthesizers learn the generation from features that are easy to sketch. During the authoring process, the artist first creates a rough sketch of the main terrain features, such as rivers, valleys and ridges, and the algorithm automatically synthesizes a terrain corresponding to the sketch using the learned features of the training samples. Moreover, an erosion synthesizer can also generate terrain evolution by erosion at a very low computational cost. Our framework allows for an easy terrain authoring and provides a high level of realism for a minimum sketch cost. We show various examples of terrain synthesis created by experienced as well as inexperienced users who are able to design a vast variety of complex terrains in a very short time.