Courses    

Research Projects    

3D Modelling and Animation    

Publications    

Computing Sciences Department    

Universidad Autónoma de Yucatan   











I am working on Computer Graphics, Computational Geometry, and GPU Programming. GPUs can be used to accelerate arithmetic operations or implement a rendering style for a better visualization. I also like videogames development, specifically for education purposes.


Courses
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I have taught several lectures in the Computing Sciencies program since 1997: Automata Theory, Parallel Algorithms, Discrete Mathematics, Research Methodology, Theory of Computation and subjects related to Computer Games Programming.
Sep-Dec 2008

Aug-Dec 2009
Aug-Dec 2013

Jan-Jun 2010

Sep-Dec 2010

Jan-Jun 2011

Jan-Jun 2012
Jan-Jun 2013

Aug-Dec 2012
Jan-Jun 2013

Aug-Dec 2012
Jan-May 2014

Jan-May 2015

Jan-May 2015

Aug-Dec 2015

Aug-Dec 2016

Jan-May 2017

Ago-Dec 2017

Jan-May 2018

Computer Games Programming

3D Modelling and Animation


Games Programming with XNA

GPU Programming with CUDA

Games Programing (Introduction)

Physics Based Animation


Computational Geometry


GLSL Shader Language


Collision Detection

Movimiento del Humano Virtual

Games Programming I with Unity3D

GPU Rendering

Games Programming I with Unity3D (version 5.5)

3D Modeling and Animation

Games Programming I with Unity3D (version 2017)

Research Projects
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Videogames Development.
Videogames in Education has shown valuable improvements in learning, so that we are working on the development of a videogame focused on the basic education in the field of mathematics (FINISHED).

Collision Detection in Articulated Objects.
Some models suffer large deformations that cause self-collisions. The mesh is deformed in such a way that polygons can touch other polygons during deformation. There are many 3D objects with this property: snake-like objects, humans and some organs used in surgical simulators. Approximating tubular regions with spheres to construct streams can help to apply a collision detection algorithms in such streams (FINISHED).


3D Modelling and Animation

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To translate the ideas in moving images requires the use of animation. I really like working on 3d modelling and animation, where any object can be created or adjusted to some requirements in order to make amazing movements and visual effects.

Malla y Esqueleto Humano

Músculos del hombro

Proyecto parque Xcunyá


Publications

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My research interest is Computer Graphics, Computational Geometry, Collision Detection and GPU Programming. Recent publications are as follows:

The Geometric Primitive MatOrus
Francisco A. Madera, Jorge Madera-Valdez. International Journal of Innovations in Engineering and Technology (IJIET), vol 9, No. 4, March 2018

Operating System Simulator to Translate Assembler Code to Machine Code
Enrique Ayala, Francisco A. Madera, Luis Basto. International Journal of Computre Trends and Technoclogies (IJCTT), vol 51, No. 1, September 2017

Collision Detection in Humans using Sphere Chains on GPU
Alberto Dzay Villanueva, Francisco A. Madera, Luis Curi Quintal. 8th International Supercomputing Conference ISUM 2017, Guadalajara, México

Hexagonal Prism: A Geometric Primitive for Architecture Design
Jorge Madera-Valdez, F. A. Madera. International Journal of Computer Trends and Technology, VOL. 38, No. 1, AUGUST 2016

Web Service Composition Using The Bidirectional Dijkstra Algorithm
F. Moo, R. Hernández, V. Uc and F. Madera. IEEE LATIN AMERICA TRANSACTIONS, VOL. 14, No. 5, MAY 2016

Intelligent Platform for Non Intrusive Assistance of Elderly People
M. E. L. Mejia, J. R. G. Montalvo, F. M. Mena and F. A. M. Ramirez. IEEE LATIN AMERICA TRANSACTIONS, VOL. 14, No. 5, MAY 2016

Preservación de volumen en cuerpos articulados
Gonzalo Sánchez, Francisco A. Madera. Memorias de EUSICS 2015, march 2015. Encuentro Universitario de Sistemas Computacionales, Mérida, México

Un Videojuego Multiplataforma como apoyo a la enseñanza de fracciones en el nivel básico
Francisco A. Madera, Luis Basto, Rocío Uicab. Tecnologías Emergentes en la Educación, Editorial Pearson, december 2015.

Particle Simulation with GPUs Shading Languages
Francisco A. Madera, Enrique Ayala, Francisco Moo Mena, Luis F. Curi. IJCSI International Journal of Computer Sciences Issues, vol. 12, issue 5, No.5, november 2015.

Self-Collision Detection using Sphere Chains
Francisco A. Madera, Enrique Ayala, Francisco Moo Mena. International Conference on Computer Graphics Theory and Applications, Berlin, Germany, march 2015.

Videojuego para el repaso de fracciones
Luis Basto, Francisco A. Madera, Rocío Uicab. Revista Iberoamericana de Tecnología en Educación y Educación en Tecnología, TE&ET, december 2014.

Sphere Approximation for Non-tubular Objects
Francisco A. Madera, Enrique Ayala, Francisco Moo Mena. Abstraction & Application, vol. 11, december 2014.

Self-Collision Detection in Tubular Objects Approximated by Spheres
Enrique Ayala, Francisco A. Madera, Francisco Moo Mena. IJCSI International Journal of Computer Sciences Issues, vol. 11, issue 5, No.1, september 2014.

MATYA: Un Videojuego Móvil para el Apoyo en el Aprendizaje de las Fracciones
Alejandro Pasos, Luis Basto, Francisco A. Madera. In VI Conferencia Conjunta Iberoamericana sobre Tecnologías para el Aprendizaje, Miami USA, July 2014.

A Methodology for Virtual Human Animation
Francisco A. Madera, Carlos G. Herrera, Francisco Moo Mena In International Journal of Computer Sciences Issues, Volume 10, Issue 6, November 2013.

Ray-Triangle Collision Detection to approximate Objects with Spheres
Francisco A. Madera, Stephen D. Laycock, Carlos G. Herrera. IASTED International Conference on Computer Graphics and Imaging CGIM 2013. Innsbruck, Austria, 2013.

Preparación de objetos tubulares con esferas para detectar de colisiones
Francisco A. Madera, Francisco Moo Mena, Enrique Ayala Franco. Revista Caos Conciencia, No 1, vol. 6, ISSN: 1870-1221, 2012.

Aproximación de Regiones Tubulares utilizando Esferas
F. Madera. XIII Simposio Mexicano de Cirugía Asistida por Computadora y Procesamiento de Imágenes Médicas. México D.F., 2012

Apoyo de la enseñanza y aprendizaje de las fracciones en un videojuego basado en Web
Luis Basto, Francisco Madera, Rocío Uicab. VI Seminario Nacional de Tecnología Computacional en la Enseñanza y el Aprendizaje de la Matemática. Nuevo León, México, 2012

An Introduction to the Collision Detection Algorithms
F. Madera. Abstraction and Application, The Faculty of Mathematics Journal. México, 2011, vol. 5. ISSN: 2007 – 2635.

Chichen Itzá Virtual
F. Madera and L.Basto and R. Uicab. X Congreso Internacional de Informática y Computación, 2011, Colima, México. ISBN: 978-607-707-335-2, pp 133-140.

Virtual Chichen Itzá
F. Madera and L.Basto and R. Uicab and P. Rosado and E. Cambranes. Segundo Encuentro Mexicano de Realidad Aumentada. ERA 2011, Guadalajara México

Parallel Training of a Back-Propagation Neural Network using CUDA
X. Sierra and F. Madera and V. Uc. The IEEE ninth International Conference on Machine Learning and Applications. IMCLA 2010, Wahington USA. ISBN: 978-0-7695-4300-0

VideoGames Development: Analysis and Specification
F. Madera and R. Ramírez and D. Cervantes. Abstraction and Application, The Faculty of Mathematics Journal. ISSN: 2007 – 2635. México, 2010.

Análisis y Diseño de un videojuego como apoyo en el proceso de enseñanza aprendizaje de las matemáticas en educación básica.
F. Madera and E. Cambranes and L. Basto and R. Uicab and P. Rosado. The Jornadas Iberomaericanas de Ingeniería de Software e Ingeniería del Conocimiento JIISIC 2010. Mérida, Yucatán, México.

Definición de un videojuego como apoyo en el proceso de enseñanza aprendizaje de las matemáticas en la educación básica.
F. Madera and E. Cambranes and L. Basto and R. Uicab and P. Rosado. Conferencia Conjunta Iberoamericana sobre Tecnologías para el Aprendizaje CCITA 2010. Mérida, Yucatán, México.

Detecting Self-Collisions using a Hybrid Bounding Volume Algorithm.
F. Madera and A. Day and S. Laycock. The Second International Conferences on Advances in Computer-Human Interactions ACHI 2010, Sint Maarten, Netherlands Antilles.ISBN: 978-0-7695-3957-7.

Herramientas de Programación Gráfica para Desarrollo de Videojuegos
F. Madera. Primer Congreso de Computación e Informática CONACI 2009, Cd. del Carmen, México. . ISBN: 978-607-7826-04-0.

A Hybrid Bounding Volume Algorithm to Detect Collisions between Deformable Objects.
F. Madera and A. Day and S. Laycock. The Second International Conferences on Advances in Computer-Human Interactions ACHI 2009, Cancun, Mexico. ISBN: 978-0-7695-3529-6.

Fast Hierarchical Methods to Detect Collisions between Deformable Objects: A Comparison.
F. Madera and A. Day and S. Laycock. In EuroGraphics 07, 2007, pp. 6 – 72, Prague, Czech Republic.

A Distance Hierarchy to Detect Collisions Between Deformable Objects.
F. Madera and A. Day and S. Laycock. In Theory and Practice of Computer Graphics, 2007, pp 53 – 60, EuroGraphics, Bangor, Wales, UK.

The use of Tetrahedra to Detect Collisions.
F. Madera and A. Day and S. Laycock. In Third WorkShop in Virtual Reality and Physical Simulations, 2006, pp 121-122, EuroGraphics, Madrid, Spain.

Collision Detection for Deformable Objects Using Octrees.
F. Madera and A. Day and S. Laycock. In Theory and Practice of Computer Graphics, 2006, pp 115-- 122, EuroGraphics, Middlesbrough, England, UK.