This is a work in progress!


XIX Workshop de Investigadores en Ciencias de la Computaci贸n, ITBA, Buenos Aires (2017)

La Realidad Virtual (RV) se ha convertido, una vez m谩s, en un t贸pico popular e interesante tanto en el 谩mbito de la investigaci贸n como en el campo comercial.

Esta tendencia tiene su origen en el uso de dispositivos m贸viles como n煤cleo computacional y displays de RV. Tales dispositivos no est谩n libres de limitaciones, tanto en el software como hardware que soportan. Esta l铆nea de investigaci贸n tiene como objetivo analizar el impacto de los dispositivos m贸viles en los modelos de interacci贸n de RV, y desarrollar nuevas aplicaciones de esta tecnolog铆a.


Presented to KDE Season of Code 2019

Krita is a professional, free and open source painting suite that allows concept artists, texture and matte painters, as well as illustrators to deploy their full creativity towards production of high quality art pieces. High bit depth color spaces are essential to feature-level production pipelines. The recent introduction of HDR, supported by Intel, is a great stride towards this objective. However, there remains a critical, unfixed issue: support of color space operation across all numeric representations.

In T4488 Wolthera van H枚vell detailed how Krita assumes that all floating-point color spaces assume a range [0.0, 1.0]. This is correct for all cases except two: CIE鈥檚 1976 La*b*, and CMYK. The first one is usually assumed to be in the range of L = [0.0-100.0], a, b = [-128.0, 127.0]. This project proposes to unify all color space data and operations, while introducing support for custom value ranges, so as to properly support all color spaces through the same API. Additionally, we plan to allow unbounded operations so as to support HDR.


MSc thesis: "De Mr. Incre铆ble a Judy Hopps: un estudio sobre modelado de cabello y pelaje en producciones de animaci贸n"

Ran from 鈥 present

Hair (or fur, for animal characters) is one of the crucial components of creature design and production. It is one of the most noticeable features that contribute to the authenticity and identity of the character. As such, not only its simulation must be aesthetically pleasing and physically plausible, but it must also fit within the character鈥檚 universe.

For this thesis, we survey all available methods and techniques of hair styling, simulation, and rendering, both for offine and realtime use. We make special emphasis in those models known to be used in feature animation, in particular the films Tangled, Brave, and Zootopia. Additionally, we present a complete hair simulation and shading system, constructed according to the specifcations of these models, and implemented within the open source 3D creation suite, Blender.

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Argentina in Science

In 2016, amid controversy regarding the budget for Argentina鈥檚 National Scientific and Technical Research Council (CONICET), some publications authored by CONICET researchers were discovered and considered as 鈥渦nscientific鈥 in social media (Clar铆n, 2016). The ensuing reaction has called into question the quality and relevance of CONICET鈥檚 research, as well as the sound administration of the budget assigned to the Science and Technology field.

The current administration has launched several initiatives purporting to promote the visibility of its activities. For example, the tools 鈥淩eal Economy Dashboard鈥 (Tablero de la Econom铆a Real) and 鈥淧roductive Simplification鈥 (Simplificaci贸n productiva) publish statistics of the economy and the actions carried out by the Ministry of Production. However, there are no equivalent alternatives for the CONICET, apart from each researcher鈥檚 individual web page.

For these reasons, our project aims to explore different features of our country鈥檚 scientific production, as well as allowing access to individual articles.

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GSoC 2018: Implementing a Hair Shader for Cycles

Among Blender鈥檚 proposed ideas for GSoC 2018 I found this gem, a request to port Zootopia鈥檚 shader to Cycles.

Realistic hair or fur is essential when creating a plausible virtual world. In feature animation, this is often used to define the signature look of characters; examples include Pixar鈥檚 Brave (Iben et al. 2013), and Walt Disney Animation Studios鈥 Tangled (Sadeghi et al. 2010; also Ward et al. 2010) and Zootopia (Chiang et al. 2016).

Currently, Cycles has a working hair shader (wiki page, sources), based on Marschner et al. (2003)鈥檚 model. Its several assumptions and simplifications make it inaccurate for light colored hair (d鈥橢on et al. 2011) as well as for most types of fur (Yan et al. 2015). Furthermore, d鈥橢on et al. (2011) and Khungurn and Marschner (2017) demonstrated it to not be energy conserving.

This project intends to upgrade Cycles鈥 hair shader to the aforementioned Zootopia shader by Chiang et al. (2016), by porting Pharr (2017)鈥檚 implementation. Lukas Stockner has made available a WIP patch, which may also serve as a basis for this work.

BSc thesis: "T茅cnicas de deformaci贸n para objetos virtuales. El impacto entre veh铆culos como caso de estudio"

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BSc thesis:

In this work we evaluate the suitability, performance and precision of different deformation techniques for virtual objects. The test case is a car accident simulator, implemented using the Unity engine and executed under Android.

This work was cited in the WICC 2017 workshop paper by Selzer et al., 鈥淢odelos de interacci贸n y aplicaciones en realidad virtual mediante dispositivos m贸viles鈥.