Demo Data from VLDB 2026 / reviewers in the wild / expert
Rodolphe Vaillant
dblp:132/3908
· DBLP profile ↗
3ranked-venue papers
2as first author
1since 2021 · last 2022
0000-0002-9095-0995ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 3 · 2 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
2 papers |
Computer animation and physical simulation · 73% Geometric modeling and processing · 27% |
Topics — the 2 heaviest of 3, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Computer animation and physical simulation › skinning
character skinning |
0.4 | 2 | 2014 | Robust iso-surface tracking for interactive character skinning · ACM Trans. Graph. 2014 Implicit skinning: real-time skin deformation with contact modeling · ACM Trans. Graph. 2013 |
Computer animation and physical simulation
contact modeling |
0.2 | 1 | 2013 | Implicit skinning: real-time skin deformation with contact modeling · ACM Trans. Graph. 2013 |
Methods — techniques the papers use, named apart from their topics
tangential relaxation · 0.2as-rigid-as-possible energy · 0.2volumetric representation · 0.2implicit surface composition · 0.2
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2022 | Automatic shape adjustment at joints for the implicit skinning
Olivier Hachette, Florian Canezin, Rodolphe Vaillant, Nicolas Mellado, Loïc Barthe |
Comput. Graph. | 3 |
| 2014 | Robust iso-surface tracking for interactive character skinningabstractWe present a novel approach to interactive character skinning, which is robust to extreme character movements, handles skin contacts and produces the effect of skin elasticity (sliding). Our approach builds on the idea of implicit skinning in which the character is approximated by a 3D scalar field and mesh-vertices are appropriately re-projected. Instead of being bound by an initial skinning solution used to initialize the shape at each time step, we use the skin mesh to directly track iso-surfaces of the field over time. Technical problems are two-fold: firstly, all contact surfaces generated between skin parts should be captured as iso-surfaces of the implicit field; secondly, the tracking method should capture elastic skin effects when the joints bend, and as the character returns to its rest shape, so the skin must follow. Our solutions include: new composition operators enabling blending effects and local self-contact between implicit surfaces, as well as a tangential relaxation scheme derived from the as-rigid-as possible energy to solve the tracking problem. Rodolphe Vaillant, Gaël Guennebaud, Loïc Barthe, Brian Wyvill, Marie-Paule Cani |
ACM Trans. Graph. | 1 |
| 2013 | Implicit skinning: real-time skin deformation with contact modelingabstractGeometric skinning techniques, such as smooth blending or dual-quaternions, are very popular in the industry for their high performances, but fail to mimic realistic deformations. Other methods make use of physical simulation or control volume to better capture the skin behavior, yet they cannot deliver real-time feedback. In this paper, we present the first purely geometric method handling skin contact effects and muscular bulges in real-time. The insight is to exploit the advanced composition mechanism of volumetric, implicit representations for correcting the results of geometric skinning techniques. The mesh is first approximated by a set of implicit surfaces. At each animation step, these surfaces are combined in real-time and used to adjust the position of mesh vertices, starting from their smooth skinning position. This deformation step is done without any loss of detail and seamlessly handles contacts between skin parts. As it acts as a post-process, our method fits well into the standard animation pipeline. Moreover, it requires no intensive computation step such as collision detection, and therefore provides real-time performances. Rodolphe Vaillant, Loïc Barthe, Gaël Guennebaud, Marie-Paule Cani, Damien Rohmer, Brian Wyvill, Olivier Gourmel, Mathias Paulin |
ACM Trans. Graph. | 1 |