Demonstration venue · read-only. Every page can be browsed; the buttons that would change it are switched off. Create an account to run TaxoReview on your own data. A simulation from public publication records: the people listed were not invited and did not agree to review.
? Tutorial for this page

Benjamin Petit

dblp:11/1623 · DBLP profile ↗
← Back
4ranked-venue papers
3as first author
1since 2021 · last 2022
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 3 · 2 first-authorArtificial intelligence and machine learning · 1Software engineering, systems software and programming languages · 1 · 1 first-author · 1 since 2021

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Computer graphics and multimedia
1 paper
Virtual and augmented reality · 100%
Computer architecture, parallel and distributed computing, and storage systems
1 paper
Distributed systems · 81% High-performance computing · 19%

Topics — the 4 heaviest of 5, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality › telepresence
immersive telepresence
0.112010
A 3d data intensive tele-immersive grid · ACM Multimedia 2010
Virtual and augmented reality › virtual environment
networked virtual environment
0.112010
A 3d data intensive tele-immersive grid · ACM Multimedia 2010
High-performance computing
data-intensive computing
0.012010
A 3d data intensive tele-immersive grid · ACM Multimedia 2010
Distributed systems
grid computing
0.012010
A 3d data intensive tele-immersive grid · ACM Multimedia 2010

Methods — techniques the papers use, named apart from their topics

multi-camera 3d modeling · 0.2
YearPublicationVenuePosition
2022 IntJect: Vulnerability Intent Bug Seeding
abstract
Studying and exposing software vulnerabilities is important to ensure software security, safety, and reliability. Software engineers often inject vulnerabilities into their programs to test the reliability of their test suites, vulnerability detectors, and security measures. However, state-of-the-art vulnerability injection methods only capture code syntax/patterns, they do not learn the intent of the vulnerability and are limited to the syntax of the original dataset. To address this challenge, we propose the first intent-based vulnerability injection method that learns both the program syntax and vulnerability intent. Our approach applies a combination of NLP methods and semantic-preserving program mutations (at the bytecode level) to inject code vulnerabilities. Given a dataset of known vulnerabilities (containing benign and vulnerable code pairs), our approach proceeds by employing semantic-preserving program mutations to transform the existing dataset to semantically similar code. Then, it learns the intent of the vulnerability via neural machine translation (Seq2Seq) models. The key insight is to employ Seq2Seq to learn the intent (context) of the vulnerable code in a manner that is agnostic of the specific program instance. We evaluate the performance of our approach using 1275 vulnerabilities belonging to five (5) CWEs from the Juliet test suite. We examine the effectiveness of our approach in producing compilable and vulnerable code. Our results show that IntJECT is effective, almost all (99%) of the code produced by our approach is vulnerable and compilable. We also demonstrate that the vulnerable programs generated by IntJECT are semantically similar to the withheld original vulnerable code. Finally, we show that our mutation-based data transformation approach outperforms its alternatives, namely data obfuscation and using the original data.
Benjamin Petit, Ahmed Khanfir, Ezekiel O. Soremekun, Gilles Perrouin, Mike Papadakis
QRS1
2011 Scene Flow from Depth and Color Images
abstract
International audience
Antoine Letouzey, Benjamin Petit, Edmond Boyer
BMVC2
2010 A 3d data intensive tele-immersive grid
abstract
Networked virtual environments like Second Life enable distant people to meet for leisure as well as work. But users are represented through avatars controlled by keyboards and mouses, leading to a low sense of presence especially regarding body language. Multi-camera real-time 3D modeling offers a way to ensure a significantly higher sense of presence. But producing quality geometries, well textured, and to enable distant user tele-presence in non trivial virtual environments is still a challenge today.
Benjamin Petit, Thomas Dupeux, Benoît Bossavit, Joeffrey Legaux, Bruno Raffin, Emmanuel Melin, Jean-Sébastien Franco, Ingo Assenmacher, Edmond Boyer
ACM Multimedia1
2008 Grimage: 3D modeling for remote collaboration and telepresence
abstract
Real-time multi-camera 3D modeling provides full-body geometric and photometric data on the objects present in the acquisition space. It can be used as an input device for rendering textured 3D models, and for computing interactions with virtual objects through a physical simulation engine. In this paper we present a work in progress to build a collaborative environment where two distant users, each one 3D modeled in real-time, interact in a shared virtual world.
Benjamin Petit, Jean-Denis Lesage, Jean-Sébastien Franco, Edmond Boyer, Bruno Raffin
VRST1