VLDB 2026 Research / reviewers in the wild / expert
Guillaume Lavoué
dblp:19/3612
· DBLP profile ↗
62ranked-venue papers
17as first author
15since 2021 · last 2026
0000-0003-3988-6702ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 49 · 14 first-author · 13 since 2021Artificial intelligence and machine learning · 11 · 2 first-author · 1 since 2021Human-computer interaction and ubiquitous computing · 8 · 2 first-author · 1 since 2021Applied, interdisciplinary, general and emerging computing · 3 · 1 first-author · 1 since 2021Security and privacy · 2
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Re-Thinking XR Data Logging as a Layer-Aware Process: Taxonomy, Guidelines and Illustrative PluginabstractExtended reality head-mounted displays are increasingly employed as research instruments for collecting behavioral data, yet logged signals typically traverse multiple processing stages–firmware, proprietary runtimes, APIs, engine plugins, and application logic–before reaching datasets. Each stage can introduce delay, transform signals, or restrict access to raw measurements, meaning identical physical events may appear differently depending on where in this pipeline data are captured. Despite these implications, many studies treat data logging as an implementation detail, often omitting disclosure of access points, software versions, or sampling strategies, thereby compromising reproducibility and cross-study comparability. This paper proposes that extended reality data collection can be treated as a layer-aware design problem. Four contributions are presented: (1) a taxonomy identifying five pipeline layers (hardware/firmware, runtime/middleware, engine/framework, application, and network) with distinct temporal and fidelity characteristics; (2) an analysis of how layer selection affects latency, sampling rates, and signal transformations; (3) practical guidelines for layer-aware data logging; and (4) a concrete instantiation for the Meta Quest Pro, accompanied by an open-source Unity plugin enabling layer-aware logging across modalities. These contributions provide a practical framework for transparent, reproducible, and methodologically rigorous extended reality behavioral data collection. Arein Daralnakhla, Pierre Raimbaud, Charles Javerliat, Guillaume Lavoué |
IMX | 4 |
| 2024 | PLUME: Record, Replay, Analyze and Share User Behavior in 6DoF XR ExperiencesabstractFrom education to medicine to entertainment, a wide range of industrial and academic fields now utilize eXtended Reality (XR) technologies. This diversity and growing use are boosting research and leading to an increasing number of XR experiments involving human subjects. The main aim of these studies is to understand the user experience in the broadest sense, such as the user cognitive and emotional states. Behavioral data collected during XR experiments, such as user movements, gaze, actions, and physiological signals constitute precious assets for analyzing and understanding the user experience. While they contribute to overcome the intrinsic flaws of explicit data such as post-experiment questionnaires, the required acquisition and analysis tools are costly and challenging to develop, especially for 6DoF (Degrees of Freedom) XR experiments. Moreover, there is no common format for XR behavioral data, which restrains data-sharing, and thus hinders wide usages across the community, replicability of studies, and the constitution of large datasets or meta-analysis. In this context, we present PLUME, an open-source software toolbox (PLUME Recorder, PLUME Viewer, PLUME Python) that allows for the exhaustive record of XR behavioral data (including synchronous physiological signals), their offline interactive replay and analysis (with a standalone application), and their easy sharing due to our compact and interoperable data format. We believe that PLUME can greatly benefit the scientific community by making the use of behavioral and physiological data available for the greatest, contributing to the reproducibility and replicability of XR user studies, enabling the creation of large datasets, and contributing to a deeper understanding of user experience. Charles Javerliat, Sophie Villenave, Pierre Raimbaud, Guillaume Lavoué |
IEEE Trans. Vis. Comput. Graph. | 4 |
| 2024 | Influence of Scenarios and Player Traits on Flow in Virtual RealityabstractMany studies have investigated how interpersonal differences between users influence their experience in Virtual Reality (VR) and it is now well recognized that user's subjective experiences and responses to the same VR environment can vary widely. In this study, we focus on player traits, which correspond to users' preferences for game mechanics, arguing that players react differently when experiencing VR scenarios. We developed three scenarios in the same VR environment that rely on different game mechanics, and evaluate the influence of the scenarios, the player traits and the time of practice of the VR environment on users' perceived flow. Our results show that 1) the type of scenario has an impact on specific dimensions of flow; 2) the scenarios have different effects on flow depending on the order they are performed, the flow preconditions being stronger when performed at last; 3) almost all dimensions of flow are influenced by the player traits, these influences depending on the scenario, 4) the Aesthetic trait has the most influences in the three scenarios. We finally discuss the findings and limitations of the present study that we believe have strong implications for the design of scenarios in VR experiences. Élise Lavoué, Sophie Villenave, Audrey Serna, Clémentine Helfenstein-Didier, Patrick Baert, Guillaume Lavoué |
IEEE Trans. Vis. Comput. Graph. | 6 |
| 2023 | Adaptive streaming of 3D content for web-based virtual reality: an open-source prototype including several metrics and strategiesabstractVirtual reality is a new technology that has been developing a lot during the last decade. With autonomous head-mounted displays appearing on the market, new uses and needs have been created. The 3D content displayed by those devices can now be stored on distant servers rather than directly in the device's memory. In such networked immersive experiences, the 3D environment has to be streamed in real-time to the headset. In that context, several recent papers proposed utility metrics and selection strategies to schedule the streaming of the different objects composing the 3D environment, in order to minimize the latency and to optimize the quality of what is being visualized by the user at each moment. However, these proposed frameworks are hardly comparable since they operate on different systems and data. Therefore, we hereby propose an open-source DASH-based web framework for adaptive streaming of 3D content in a 6 Degrees of Freedom (DoFs) scenario. Our framework integrates several strategies and utility metrics from the state of the art, as well as several relevant features: 3D graphics compression, levels of details and the use of a visual quality index. We used our software to demonstrate the relevance of those tools and provide useful hints for the community for the further improvements of 3D streaming systems. Jean-Philippe Farrugia, Luc Billaud, Guillaume Lavoué |
MMSys | 3 |
| 2023 | SpecTrHuMS: Spectral transformer for human mesh sequence learning
Clément Lemeunier, Florence Denis, Guillaume Lavoué, Florent Dupont |
Comput. Graph. | 3 |
| 2023 | Modeling and hexahedral meshing of cerebral arterial networks from centerlines
Méghane Decroocq, Carole Frindel, Pierre Rougé, Makoto Ohta, Guillaume Lavoué |
Medical Image Anal. | 5 |
| 2023 | Textured Mesh Quality Assessment: Large-scale Dataset and Deep Learning-based Quality MetricabstractOver the past decade, three-dimensional (3D) graphics have become highly detailed to mimic the real world, exploding their size and complexity. Certain applications and device constraints necessitate their simplification and/or lossy compression, which can degrade their visual quality. Thus, to ensure the best Quality of Experience, it is important to evaluate the visual quality to accurately drive the compression and find the right compromise between visual quality and data size. In this work, we focus on subjective and objective quality assessment of textured 3D meshes. We first establish a large-scale dataset, which includes 55 source models quantitatively characterized in terms of geometric, color, and semantic complexity, and corrupted by combinations of five types of compression-based distortions applied on the geometry, texture mapping, and texture image of the meshes. This dataset contains over 343k distorted stimuli. We propose an approach to select a challenging subset of 3,000 stimuli for which we collected 148,929 quality judgments from over 4,500 participants in a large-scale crowdsourced subjective experiment. Leveraging our subject-rated dataset, a learning-based quality metric for 3D graphics was proposed. Our metric demonstrates state-of-the-art results on our dataset of textured meshes and on a dataset of distorted meshes with vertex colors. Finally, we present an application of our metric and dataset to explore the influence of distortion interactions and content characteristics on the perceived quality of compressed textured meshes. Yana Nehmé, Johanna Delanoy, Florent Dupont, Jean-Philippe Farrugia, Patrick Le Callet, Guillaume Lavoué |
ACM Trans. Graph. | 6 |
| 2022 | XREcho: a unity plug-in to record and visualize user behavior during XR sessionsabstractWith the ever-growing use of extended reality (XR) technologies, researchers seek to understand the factors leading to a higher quality of experience. Measurements of the quality of experience (e.g., presence, immersion, flow) are usually assessed through questionnaires completed after the experience. To cope with shortcomings and limitations of this kind of assessment, some recent studies tend to use physiological measures and interaction traces generated in the virtual world in replacement or in addition to questionnaires. Those physiological and behavioral measurements are still complex to implement, and existing studies difficult to replicate, because of a lack of easy and efficient tools to collect and visualize such data produced during XR experiments. In this paper, we present XRE-cho, a Unity package that allows for the recording, replaying and visualization of user behavior and interactions during XR sessions; recorded data allows to replay the whole experience, as it includes movements of the XR device, controllers and interacted objects, as well as eye tracking data (e.g., gaze position, pupils diameter). The capabilities of this tool are illustrated in a user study, where 12 participants' data have been collected and visualized with XREcho. Source code for XREcho is publicly available on GitHub.1 Sophie Villenave, Jonathan Cabezas, Patrick Baert, Florent Dupont, Guillaume Lavoué |
MMSys | 5 |
| 2022 | Nebula: An Affordable Open-Source and Autonomous Olfactory Display for VR HeadsetsabstractThe impact of olfactory cues on user experience in virtual reality is increasingly studied. However, results are still heterogeneous and existing studies difficult to replicate, mainly due to a lack of standardized olfactory displays. In that context, we present Nebula, a low-cost, open-source, olfactory display capable of diffusing scents at different diffusion rates using a nebulization process. Nebula can be used with PC VR or autonomous head-mounted displays, making it easily transportable without the need for an external computer. The device was calibrated to diffuse at three diffusion rates: no diffusion, low and high. For each level, the quantity of delivered odor was precisely characterized using a repeated weighting method. The corresponding perceived olfactory intensities were evaluated by a psychophysical experiment on sixteen participants. Results demonstrated the device capability to successfully create three significantly different perceived odor intensities (Friedman test p < 10− 6, Wilcoxon tests padj < 10− 3), without noticeable smell persistence and with limited noise and discomfort. For reproducibility and to stimulate further research in the area, 3D printing files, electronic hardware schemes, and firmware/software source-code are made publicly available. Charles Javerliat, Pierre-Philippe Elst, Anne-Lise Saive, Guillaume Lavoué, Patrick Baert |
VRST | 4 |
| 2022 | Representation learning of 3D meshes using an Autoencoder in the spectral domain
Clément Lemeunier, Florence Denis, Guillaume Lavoué, Florent Dupont |
Comput. Graph. | 3 |
| 2021 | Cmdm-Vac: Improving A Perceptual Quality Metric For 3D Graphics By Integrating A Visual Attention Complexity MeasureabstractMany objective quality metrics have been proposed over the years to automate the task of subjective quality assessment. However, few of them are designed for 3D graphical contents with appearance attributes; existing ones are based on geometry and color measures, yet they ignore the visual saliency of the objects. In this paper, we combined an optimal subset of geometry-based and color-based features, provided by a state-of-the-art quality metric for 3D colored meshes, with a visual attention complexity feature adapted to 3D graphics. The performance of our proposed new metric is evaluated on a dataset of 80 meshes with diffuse colors, generated from 5 source models corrupted by commonly used geometry and color distortions. With our proposed metric, we showed that the use of the attentional complexity feature brings a significant gain in performance and better stability. Yana Nehmé, Mona Abid, Guillaume Lavoué, Matthieu Perreira Da Silva, Patrick Le Callet |
ICIP | 3 |
| 2021 | Exploring Crowdsourcing for Subjective Quality Assessment of 3D GraphicsabstractMultimedia subjective quality assessment experiments are the most prominent and reliable way to evaluate the visual quality as perceived by human observers. Along with laboratory (lab) subjective experiments, crowdsourcing (CS) experiments have become very popular in recent years, e.g., during the COVID-19 pandemic these experiments provide an alternative to lab tests. However, conducting subjective quality assessment tests in CS raises many challenges: internet connection quality, lack of control on participants’ environment, participants’ consistency and reliability, etc. In this work, we evaluate the performance of CS studies for 3D graphics quality assessment To this end, we conducted a CS experiment based on the double stimulus impairment scale method and using a dataset of 80 meshes with diffuse color information corrupted by various distortions. We compared its results with those previously obtained in a lab study conducted on the same dataset and in a virtual reality environment. Results show that under controlled conditions and with appropriate participant screening strategies, a CS experiment can be as accurate as a lab experiment. Yana Nehmé, Patrick Le Callet, Florent Dupont, Jean-Philippe Farrugia, Guillaume Lavoué |
MMSP | 5 |
| 2021 | Perceptual quality of BRDF approximations: dataset and metricsabstractAbstract Bidirectional Reflectance Distribution Functions (BRDFs) are pivotal to the perceived realism in image synthesis. While measured BRDF datasets are available, reflectance functions are most of the time approximated by analytical formulas for storage efficiency reasons. These approximations are often obtained by minimizing metrics such as L2—or weighted quadratic—distances, but these metrics do not usually correlate well with perceptual quality when the BRDF is used in a rendering context, which motivates a perceptual study. The contributions of this paper are threefold. First, we perform a large‐scale user study to assess the perceptual quality of 2026 BRDF approximations, resulting in 84138 judgments across 1005 unique participants. We explore this dataset and analyze perceptual scores based on material type and illumination. Second, we assess nine analytical BRDF models in their ability to approximate tabulated BRDFs. Third, we assess several image‐based and BRDF‐based (Lp, optimal transport and kernel distance) metrics in their ability to approximate perceptual similarity judgments. Guillaume Lavoué, Nicolas Bonneel, Jean-Philippe Farrugia, Cyril Soler |
Comput. Graph. Forum | 1 |
| 2021 | Comparison of Subjective Methods for Quality Assessment of 3D Graphics in Virtual RealityabstractNumerous methodologies for subjective quality assessment exist in the field of image processing. In particular, the Absolute Category Rating with Hidden Reference (ACR-HR), the Double Stimulus Impairment Scale (DSIS), and the Subjective Assessment Methodology for Video Quality (SAMVIQ) are considered three of the most prominent methods for assessing the visual quality of 2D images and videos. Are these methods valid/accurate to evaluate the perceived quality of 3D graphics data? Is the presence of an explicit reference necessary, due to the lack of human prior knowledge on 3D graphics data compared to natural images/videos? To answer these questions, we compare these three subjective methods (ACR-HR, DSIS, and SAMVIQ) on a dataset of high-quality colored 3D models, impaired with various distortions. These subjective experiments were conducted in a virtual reality environment. Our results show differences in the performance of the methods depending on the 3D contents and the types of distortions. We show that DSIS and SAMVIQ outperform ACR-HR in terms of accuracy and point out a stable performance. In regard to the time-effort, DSIS achieves the highest accuracy in the shortest assessment time. Results also yield interesting conclusions on the importance of a reference for judging the quality of 3D graphics. We finally provide recommendations regarding the influence of the number of observers on the accuracy. Yana Nehmé, Jean-Philippe Farrugia, Florent Dupont, Patrick Le Callet, Guillaume Lavoué |
ACM Trans. Appl. Percept. | 5 |
| 2021 | Visual Quality of 3D Meshes With Diffuse Colors in Virtual Reality: Subjective and Objective EvaluationabstractSurface meshes associated with diffuse texture or color attributes are becoming popular multimedia contents. They provide a high degree of realism and allow six degrees of freedom (6DoF) interactions in immersive virtual reality environments. Just like other types of multimedia, 3D meshes are subject to a wide range of processing, e.g., simplification and compression, which result in a loss of quality of the final rendered scene. Thus, both subjective studies and objective metrics are needed to understand and predict this visual loss. In this work, we introduce a large dataset of 480 animated meshes with diffuse color information, and associated with perceived quality judgments. The stimuli were generated from 5 source models subjected to geometry and color distortions. Each stimulus was associated with 6 hypothetical rendering trajectories (HRTs): combinations of 3 viewpoints and 2 animations. A total of 11520 quality judgments (24 per stimulus) were acquired in a subjective experiment conducted in virtual reality. The results allowed us to explore the influence of source models, animations and viewpoints on both the quality scores and their confidence intervals. Based on these findings, we propose the first metric for quality assessment of 3D meshes with diffuse colors, which works entirely on the mesh domain. This metric incorporates perceptually-relevant curvature-based and color-based features. We evaluate its performance, as well as a number of Image Quality Metrics (IQMs), on two datasets: ours and a dataset of distorted textured meshes. Our metric demonstrates good results and a better stability than IQMs. Finally, we investigated how the knowledge of the viewpoint (i.e., the visible parts of the 3D model) may improve the results of objective metrics. Yana Nehmé, Florent Dupont, Jean-Philippe Farrugia, Patrick Le Callet, Guillaume Lavoué |
IEEE Trans. Vis. Comput. Graph. | 5 |
| 2020 | PCQM: A Full-Reference Quality Metric for Colored 3D Point Cloudsabstract3D point clouds constitute an emerging multimedia content, now used in a wide range of applications. The main drawback of this representation is the size of the data since typical point clouds may contain millions of points, usually associated with both geometry and color information. Consequently, a significant amount of work has been devoted to the efficient compression of this representation. Lossy compression leads to a degradation of the data and thus impacts the visual quality of the displayed content. In that context, predicting perceived visual quality computationally is essential for the optimization and evaluation of compression algorithms. In this paper, we introduce PCQM, a full-reference objective metric for visual quality assessment of 3D point clouds. The metric is an optimally-weighted linear combination of geometry-based and color-based features. We evaluate its performance on an open subjective dataset of colored point clouds compressed by several algorithms; the proposed quality assessment approach outperforms all previous metrics in terms of correlation with mean opinion scores. Gabriel Meynet, Yana Nehmé, Julie Digne, Guillaume Lavoué |
QoMEX | 4 |
| 2020 | Foreword to the special section on 3D object retrieval 2019
Silvia Biasotti, Bianca Falcidieno, Guillaume Lavoué, Ioannis Pratikakis |
Comput. Graph. | 3 |
| 2019 | Comparison of subjective methods, with and without explicit reference, for quality assessment of 3D graphicsabstractNumerous methodologies for subjective quality assessment exist in the field of image processing. In particular, the Absolute Category Rating with Hidden Reference (ACR-HR) and the Double Stimulus Impairment Scale (DSIS) are considered two of the most prominent methods for assessing the visual quality of 2D images and videos. Are these methods valid/accurate to evaluate the perceived quality of 3D graphics data? Is the presence of an explicit reference necessary, due to the lack of human prior knowledge on 3D graphics data compared to natural images/videos? To answer these questions, we compare these two subjective methods (ACR-HR and DSIS) on a dataset of high-quality colored 3D models, impaired with various distortions. These subjective experiments were conducted in a virtual reality (VR) environment. Our results show differences in the performance of the methods depending on the 3D contents and the types of distortions. We show that DSIS outperforms ACR-HR in term of accuracy and points out a stable performance. Results also yield interesting conclusions on the importance of a reference for judging the quality of 3D graphics. We finally provide recommendations regarding the influence of the number of observers on the accuracy. Yana Nehmé, Jean-Philippe Farrugia, Florent Dupont, Patrick Le Callet, Guillaume Lavoué |
SAP | 5 |
| 2019 | PC-MSDM: A quality metric for 3D point cloudsabstractIn this paper, we present PC-MSDM, an objective metric for visual quality assessment of 3D point clouds. This full-reference metric is based on local curvature statistics and can be viewed as an extension for point clouds of the MSDM metric suited for 3D meshes. We evaluate its performance on an open subjective dataset of point clouds compressed by octree pruning; results show that the proposed metric outperforms its counterparts in terms of correlation with mean opinion scores. Gabriel Meynet, Julie Digne, Guillaume Lavoué |
QoMEX | 3 |
| 2019 | A Psychophysical Evaluation of Texture Compression Masking EffectsabstractLossy texture compression is increasingly used to reduce GPU memory and bandwidth consumption. However, as raised by recent studies, evaluating the quality of compressed textures is a difficult problem. Indeed using Peak Signal-to-Noise Ratio (PSNR) on texture images, like done in most applications, may not be a correct way to proceed. In particular, there is evidence that masking effects apply when the texture image is mapped on a surface and combined with other textures (e.g., affecting geometry or normal). These masking effects have to be taken into account when compressing a set of texture maps, in order to have a real understanding of the visual impact of the compression artifacts on the rendered images. In this work, we present the first psychophysical experiment investigating the perceptual impact of texture compression on rendered images. We explore the influence of compression bit rate, light direction, and diffuse and normal map content on the visual impact of artifacts. The collected data reveal huge masking effects from normal map to diffuse map artifacts and vice versa, and reveal the weakness of PSNR applied on individual textures for evaluating compression quality. The results allow us to also analyze the performance and failures of image quality metrics for predicting the visibility of these artifacts. We finally provide some recommendations for evaluating the quality of texture compression and show a practical application to approximating the distortion measured on a rendered 3D shape. Guillaume Lavoué, Michael Langer, Adrien Peytavie, Pierre Poulin |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2018 | Foreword to the Special Section on Eurographics Workshop on 3D Object Retrieval 2017
Guillaume Lavoué, Ioannis Pratikakis, Florent Dupont, Maks Ovsjanikov, Michela Spagnuolo |
Comput. Graph. | 1 |
| 2018 | Visual Attention for Rendered 3D ShapesabstractAbstract Understanding the attentional behavior of the human visual system when visualizing a rendered 3D shape is of great importance for many computer graphics applications. Eye tracking remains the only solution to explore this complex cognitive mechanism. Unfortunately, despite the large number of studies dedicated to images and videos, only a few eye tracking experiments have been conducted using 3D shapes. Thus, potential factors that may influence the human gaze in the specific setting of 3D rendering, are still to be understood. In this work, we conduct two eye‐tracking experiments involving 3D shapes, with both static and time‐varying camera positions. We propose a method for mapping eye fixations (i.e., where humans gaze) onto the 3D shapes with the aim to produce a benchmark of 3D meshes with fixation density maps, which is publicly available. First, the collected data is used to study the influence of shape, camera position, material and illumination on visual attention. We find that material and lighting have a significant influence on attention, as well as the camera path in the case of dynamic scenes. Then, we compare the performance of four representative state‐of‐the‐art mesh saliency models in predicting ground‐truth fixations using two different metrics. We show that, even combined with a center‐bias model, the performance of 3D saliency algorithms remains poor at predicting human fixations. To explain their weaknesses, we provide a qualitative analysis of the main factors that attract human attention. We finally provide a comparison of human‐eye fixations and Schelling points and show that their correlation is weak. Guillaume Lavoué, Frederic Cordier, Hyewon Seo, Mohamed-Chaker Larabi |
Comput. Graph. Forum | 1 |
| 2017 | Subjective and Objective Visual Quality Assessment of Textured 3D MeshesabstractObjective visual quality assessment of 3D models is a fundamental issue in computer graphics. Quality assessment metrics may allow a wide range of processes to be guided and evaluated, such as level of detail creation, compression, filtering, and so on. Most computer graphics assets are composed of geometric surfaces on which several texture images can be mapped to make the rendering more realistic. While some quality assessment metrics exist for geometric surfaces, almost no research has been conducted on the evaluation of texture-mapped 3D models. In this context, we present a new subjective study to evaluate the perceptual quality of textured meshes, based on a paired comparison protocol. We introduce both texture and geometry distortions on a set of 5 reference models to produce a database of 136 distorted models, evaluated using two rendering protocols. Based on analysis of the results, we propose two new metrics for visual quality assessment of textured mesh, as optimized linear combinations of accurate geometry and texture quality measurements. These proposed perceptual metrics outperform their counterparts in terms of correlation with human opinion. The database, along with the associated subjective scores, will be made publicly available online. Jinjiang Guo, Vincent Vidal 0002, Irene Cheng 0001, Anup Basu, Atilla Baskurt, Guillaume Lavoué |
ACM Trans. Appl. Percept. | 6 |
| 2017 | Visual Quality Assessment of 3D Models: On the Influence of Light-Material InteractionabstractGeometric modifications of three-dimensional (3D) digital models are commonplace for the purpose of efficient rendering or compact storage. Modifications imply visual distortions that are hard to measure numerically. They depend not only on the model itself but also on how the model is visualized. We hypothesize that the model’s light environment and the way it reflects incoming light strongly influences perceived quality. Hence, we conduct a perceptual study demonstrating that the same modifications can be masked, or conversely highlighted, by different light-matter interactions. Additionally, we propose a new metric that predicts the perceived distortion of 3D modifications for a known interaction. It operates in the space of 3D meshes with the object’s appearance, that is, the light emitted by its surface in any direction given a known incoming light. Despite its simplicity, this metric outperforms 3D mesh metrics and competes with sophisticated perceptual image-based metrics in terms of correlation to subjective measurements. Unlike image-based methods, it has the advantage of being computable prior to the costly rendering steps of image projection and rasterization of the scene for given camera parameters. Kenneth Vanhoey, Basile Sauvage, Pierre Kraemer, Guillaume Lavoué |
ACM Trans. Appl. Percept. | 4 |
| 2016 | Progressive streaming of textured 3D models in a web browserabstractThe introduction of the WebGL API for rendering 3D graphics within the browser has boosted the development of 3D Web applications. However, even with the increase of available network bandwidth, delivering 3D content on the Web still suffers from latency. An efficient way to remove the latency is to compress the 3D content in a way that allows streaming and progressive decoding i.e. by generating levels of detail (LoDs). Several solutions have been proposed for such progressive delivery of 3D web content [Ponchio and Dellepiane 2015], however they are mostly suitable for geometric information only, while most of 3D assets also own textures. The multiresolution representation and compression of textured meshes are actually difficult problems, which involve too main issues: (1) how to deal with texture seams during the LoD generation and (2) how to optimally multiplex mesh and texture LoDs in order to optimize the visual fidelity of the multi-resolution representation. In this context, we introduce a progressive compression algorithm for progressive visualization of textured 3D models on the Web. Guillaume Lavoué, Laurent Chevalier, Florian Caillaud, Florent Dupont |
I3D | 1 |
| 2016 | Continuous semantic description of 3D meshes
Vincent Léon, Nicolas Bonneel, Guillaume Lavoué, Jean-Philippe Vandeborre |
Comput. Graph. | 3 |
| 2016 | Progressive compression of arbitrary textured meshesabstractAbstract In this paper, we present a progressive compression algorithm for textured surface meshes, which is able to handle polygonal non‐manifold meshes as well as discontinuities in the texture mapping. Our method applies iterative batched simplifications, which create high quality levels of detail by preserving both the geometry and the texture mapping. The main features of our algorithm are (1) generic edge collapse and vertex split operators suited for polygonal non‐manifold meshes with arbitrary texture seam configurations, and (2) novel geometry‐driven prediction schemes and entropy reduction techniques for efficient encoding of connectivity and texture mapping. To our knowledge, our method is the first progressive algorithm to handle polygonal non‐manifold models. For geometry and connectivity encoding of triangular manifolds and non‐manifolds, our method is competitive with state‐of‐the‐art and even better at low/medium bitrates. Moreover, our method allows progressive encoding of texture coordinates with texture seams; it outperforms state‐of‐the‐art approaches for texture coordinate encoding. We also present a bit‐allocation framework which multiplexes mesh and texture refinement data using a perceptually‐based image metric, in order to optimize the quality of levels of detail. Florian Caillaud, Vincent Vidal 0002, Florent Dupont, Guillaume Lavoué |
Comput. Graph. Forum | 4 |
| 2016 | On the Efficiency of Image Metrics for Evaluating the Visual Quality of 3D Modelsabstract3D meshes are deployed in a wide range of application processes (e.g., transmission, compression, simplification, watermarking and so on) which inevitably introduce geometric distortions that may alter the visual quality of the rendered data. Hence, efficient model-based perceptual metrics, operating on the geometry of the meshes being compared, have been recently introduced to control and predict these visual artifacts. However, since the 3D models are ultimately visualized on 2D screens, it seems legitimate to use images of the models (i.e., snapshots from different viewpoints) to evaluate their visual fidelity. In this work we investigate the use of image metrics to assess the visual quality of 3D models. For this goal, we conduct a wide-ranging study involving several 2D metrics, rendering algorithms, lighting conditions and pooling algorithms, as well as several mean opinion score databases. The collected data allow (1) to determine the best set of parameters to use for this image-based quality assessment approach and (2) to compare this approach to the best performing model-based metrics and determine for which use-case they are respectively adapted. We conclude by exploring several applications that illustrate the benefits of image-based quality assessment. Guillaume Lavoué, Mohamed-Chaker Larabi, Libor Vása |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2015 | Evaluating the local visibility of geometric artifactsabstractSeveral perceptually-based quality metrics have been introduced to predict the global impact of geometric artifacts on the visual appearance of a 3D model. They usually produce a single score that reflects the global level of annoyance caused by the distortions. However, beside this global information, it is also important in many applications to obtain information about the local visibility of the artifacts (i.e. estimating a localized distortion measure). In this work we present a psychophysical experiment where observers are asked to mark areas of 3D meshes that contain noticeable distortions. The collected per-vertex distortion maps are first used to illustrate several perceptual mechanisms of the human visual system. They then serve as ground-truth to evaluate the performance of well-known geometric attributes and metrics for predicting the visibility of artifacts. Results show that curvature-based attributes demonstrate excellent performance. As expected, the Hausdorff distance is a poor predictor of the perceived local distortion while the recent perceptually-based metrics provide the best results. Jinjiang Guo, Vincent Vidal 0002, Atilla Baskurt, Guillaume Lavoué |
SAP | 4 |
| 2015 | Efficient Decomposition of Image and Mesh Graphs by Lifted MulticutsabstractFormulations of the Image Decomposition Problem [18] as a Multicut Problem (MP) w.r.t. a superpixel graph have received considerable attention. In contrast, instances of the MP w.r.t. a pixel grid graph have received little attention, firstly, because the MP is NP-hard and instances w.r.t. a pixel grid graph are hard to solve in practice, and, secondly, due to the lack of long-range terms in the objective function of the MP. We propose a generalization of the MP with long-range terms (LMP). We design and implement two efficient algorithms (primal feasible heuristics) for the MP and LMP which allow us to study instances of both problems w.r.t. the pixel grid graphs of the images in the BSDS-500 benchmark. The decompositions we obtain do not differ significantly from the state of the art, suggesting that the LMP is a competitive formulation of the Image Decomposition Problem. To demonstrate the generality of the LMP, we apply it also to the Mesh Decomposition Problem posed by the Princeton benchmark [16], obtaining state-of-the-art decompositions. Margret Keuper, Evgeny Levinkov, Nicolas Bonneel, Guillaume Lavoué, Thomas Brox, Bjoern Andres |
ICCV | 4 |
| 2015 | Low budget and high fidelity relaxed 567-remeshing
Vincent Vidal 0002, Guillaume Lavoué, Florent Dupont |
Comput. Graph. | 2 |
| 2013 | Evaluation of 3D Model Segmentation Techniques Based on Animal Anatomyabstract3D model decomposition is a challenging and important problem in computer graphics. Several semantically based approaches have been proposed in the literature, however, due to the lack of proper evaluation criteria, comparison of these techniques is almost impossible. In this paper we suggest to use animal anatomy as the ground truth and compare the result of different segmentation techniques based on that. Differing from previous approaches which perform the evaluation based on ground truth databases created subjectively by human observers, we consider expert knowledge on anatomy of various animals. Based on this knowledge we specify the ground truth for different animals and compare alternative algorithms. Nasim Hajari, Irene Cheng 0001, Anup Basu, Guillaume Lavoué |
SMC | 4 |
| 2013 | Perceptual Quality Metrics for 3D Meshes: Towards an Optimal Multi-attribute Computational Modelabstract3D graphical data, commonly represented using triangular meshes, are deployed in a wide range of application processes including compression, filtering, watermarking, and simplification. These processes often introduce geometric distortions which affect the visual quality of the ultimate data visualization. In order to accurately evaluate perceptual impacts caused by the distortions, assessment metrics on 3D Mesh Visual Quality (MVQ) have been extensively discussed in the literature. Researchers recommended various metrics to predict the adverse effects that visual artifacts can have in applications. Most of these metrics are based on geometric attributes, conventional geometric distance, Laplacian coordinates, different types of curvature computation, and dihedral angles. We hypothesize that an optimal combination of multiple attributes associated with a 3D mesh surface can contribute to better perceptual prediction than single attributes used separately. In this paper, we use two user studies to validate our hypothesis. Our contributions are: (1) providing a detailed analysis of the most relevant geometric attributes for mesh quality assessment, and (2) introducing a new perceptual evaluation metric based on multiple attributes, with the optimal combination determined through machine learning techniques. Statistical quantitative analysis shows that our metric delivers better results than other state-of-the-art approaches. The proposed method is simple to implement and fast in execution. Moreover, our framework can easily be expanded to accommodate additional surface attributes. Guillaume Lavoué, Irene Cheng 0001, Anup Basu |
SMC | 1 |
| 2013 | Perceptual Metrics for Static and Dynamic Triangle MeshesabstractAbstract Almost all mesh processing procedures cause some more or less visible changes in the appearance of objects represented by polygonal meshes. In many cases, such as mesh watermarking, simplification or lossy compression, the objective is to make the change in appearance negligible, or as small as possible, given some other constraints. Measuring the amount of distortion requires taking into account the final purpose of the data. In many applications, the final consumer of the data is a human observer, and therefore the perceptibility of the introduced appearance change by a human observer should be the criterion that is taken into account when designing and configuring the processing algorithms. In this review, we discuss the existing comparison metrics for static and dynamic (animated) triangle meshes. We describe the concepts used in perception‐oriented metrics used for 2D image comparison, and we show how these concepts are employed in existing 3D mesh metrics. We describe the character of subjective data used for evaluation of mesh metrics and provide comparison results identifying the advantages and drawbacks of each method. Finally, we also discuss employing the perception‐correlated metrics in perception‐oriented mesh processing algorithms. Massimiliano Corsini, Mohamed-Chaker Larabi, Guillaume Lavoué, Oldrich Petrík, Libor Vása, Kai Wang 0002 |
Comput. Graph. Forum | 3 |
| 2013 | A comparison of methods for non-rigid 3D shape retrieval
Zhouhui Lian, Afzal Godil, Benjamin Bustos, Mohamed Daoudi, Jeroen Hermans, Shun Kawamura, Yukinori Kurita, Guillaume Lavoué, Hien Van Nguyen, Ryutarou Ohbuchi, Yuki Ohkita, Yuya Ohishi, Fatih Porikli, Martin Reuter 0001, Ivan Sipiran, Dirk Smeets, Paul Suetens, Hedi Tabia, Dirk Vandermeulen |
Pattern Recognit. | 8 |
| 2012 | Combination of bag-of-words descriptors for robust partial shape retrieval
Guillaume Lavoué |
Vis. Comput. | 1 |
| 2012 | Rate-distortion optimization for progressive compression of 3D mesh with color attributes
Guillaume Lavoué, Florent Dupont |
Vis. Comput. | 2 |
| 2011 | Robust and blind mesh watermarking based on volume moments
Kai Wang 0002, Guillaume Lavoué, Florence Denis, Atilla Baskurt |
Comput. Graph. | 2 |
| 2011 | Learning Boundary Edges for 3D-Mesh SegmentationabstractAbstract This paper presents a 3D‐mesh segmentation algorithm based on a learning approach. A large database of manually segmented 3D‐meshes is used to learn a boundary edge function. The function is learned using a classifier which automatically selects from a pool of geometric features the most relevant ones to detect candidate boundary edges. We propose a processing pipeline that produces smooth closed boundaries using this edge function. This pipeline successively selects a set of candidate boundary contours, closes them and optimizes them using a snake movement. Our algorithm was evaluated quantitatively using two different segmentation benchmarks and was shown to outperform most recent algorithms from the state‐of‐the‐art. Halim Benhabiles, Guillaume Lavoué, Jean-Philippe Vandeborre, Mohamed Daoudi |
Comput. Graph. Forum | 2 |
| 2011 | A Multiscale Metric for 3D Mesh Visual Quality AssessmentabstractAbstract Many processing operations are nowadays applied on 3D meshes like compression, watermarking, remeshing and so forth; these processes are mostly driven and/or evaluated using simple distortion measures like the Hausdorff distance and the root mean square error, however these measures do not correlate with the human visual perception while the visual quality of the processed meshes is a crucial issue. In that context we introduce a full‐reference 3D mesh quality metric; this metric can compare two meshes with arbitrary connectivity or sampling density and produces a score that predicts the distortion visibility between them; a visual distortion map is also created. Our metric outperforms its counterparts from the state of the art, in term of correlation with mean opinion scores coming from subjective experiments on three existing databases. Additionally, we present an application of this new metric to the improvement of rate‐distortion evaluation of recent progressive compression algorithms. Guillaume Lavoué |
Comput. Graph. Forum | 1 |
| 2011 | Joint reversible watermarking and progressive compression of 3D meshes
Çagatay Dikici, Guillaume Lavoué, Florent Dupont |
Vis. Comput. | 3 |
| 2010 | Recognizing and Localizing Individual Activities through Graph MatchingabstractIn this paper we tackle the problem of detecting individual human actions in video sequences. While the most successful methods are based on local features, which proved that they can deal with changes in background, scale and illumination, most existing methods have two main shortcomings: first, they are mainly based on the individual power of spatio-temporal interest points (STIP), and therefore ignore the spatio-temporal relationships between them. Second, these methods mainly focus on direct classification techniques to classify the human activities, as opposed to detection and localization. In order to overcome these limitations, we propose a new approach, which is based on a graph matching algorithm for activity recognition. In contrast to most previous methods which classify entire video sequences, we design a video matching method from two sets of ST-points for human activity recognition. First, points are extracted, and a hyper graphs are constructed from them, i.e. graphs with edges involving more than 2 nodes (3 in our case). The activity recognition problem is then transformed into a problem of finding instances of model graphs in the scene graph. By matching local features instead of classifying entire sequences, our method is able to detect multiple different activities which occur simultaneously in a video sequence. Experiments on two standard datasets demonstrate that our method is comparable to the existing techniques on classification, and that it can, additionally, detect and localize activities. Anh-Phuong Ta, Christian Wolf 0001, Guillaume Lavoué, Atilla Baskurt |
AVSS | 3 |
| 2010 | Learning an Efficient and Robust Graph Matching Procedure for Specific Object RecognitionabstractWe present a fast and robust graph matching approach for 2D specific object recognition in images. From a small number of training images, a model graph of the object to learn is automatically built. It contains its local key points as well as their spatial proximity relationships. Training is based on a selection of the most efficient subgraphs using the mutual information. The detection uses dynamic programming with a lattice and thus is very fast. Experiments demonstrate that the proposed method outperforms the specific object detectors of the state-of-the-art in realistic noise conditions. Jérôme Revaud, Guillaume Lavoué, Yasuo Ariki, Atilla Baskurt |
ICPR | 2 |
| 2010 | Pairwise Features for Human Action RecognitionabstractExisting action recognition approaches mainly rely on the discriminative power of individual local descriptors extracted from spatio-temporal interest points (STIP), while the geometric relationships among the local features are ignored. This paper presents new features, called pairwise features (PWF), which encode both the appearance and the spatio-temporal relations of the local features for action recognition. First STIPs are extracted, then PWFs are constructed by grouping pairs of STIPs which are both close in space and close in time. We propose a combination of two codebooks for video representation. Experiments on two standard human action datasets: the KTH dataset and the Weizmann dataset show that the proposed approach outperforms most existing methods. Anh-Phuong Ta, Christian Wolf 0001, Guillaume Lavoué, Atilla Baskurt, Jean-Michel Jolion |
ICPR | 3 |
| 2010 | A subjective experiment for 3D-mesh segmentation evaluationabstractIn this paper we present a subjective quality assessment experiment for 3D-mesh segmentation. For this end, we carefully designed a protocol with respect to several factors namely the rendering conditions, the possible interactions, the rating range, and the number of human subjects. To carry out the subjective experiment, more than 40 human observers have rated a set of 250 segmentation results issued from various algorithms. The obtained Mean Opinion Scores, which represent the human subjects' point of view toward the quality of each segmentation, have then been used to evaluate both the quality of automatic segmentation algorithms and the quality of similarity metrics used in recent mesh segmentation benchmarking systems. Halim Benhabiles, Guillaume Lavoué, Jean-Philippe Vandeborre, Mohamed Daoudi |
MMSP | 2 |
| 2010 | A Benchmark for 3D Mesh WatermarkingabstractThis paper presents a benchmarking system for the evaluation of robust mesh watermarking methods. The proposed benchmark has three different components: a ''standard'' mesh model collection, a software tool and two application-oriented evaluation protocols. The software tool integrates both geometric and perceptual measurements of the distortion induced by watermark embedding, and also the implementation of a variety of attacks on watermarked meshes. The two evaluation protocols define the main steps to follow when conducting the evaluation experiments. The efficiency of the benchmark is demonstrated through the evaluation and comparison of two recent robust algorithms. Kai Wang 0002, Guillaume Lavoué, Florence Denis, Atilla Baskurt, Xiyan He |
Shape Modeling International | 2 |
| 2010 | A Comparison of Perceptually-Based Metrics for Objective Evaluation of Geometry ProcessingabstractRecent advances in 3-D graphics technologies have led to an increasing use of processing techniques on 3-D meshes, such as filtering, compression, watermarking, simplification, deformation, and so forth. Since these processes may modify the visual appearance of the 3-D objects, several metrics have been introduced to properly drive or evaluate them, from classic geometric ones such as Hausdorff distance, to more complex perceptually-based measures. This paper presents a survey on existing perceptually-based metrics for visual impairment of 3-D objects and provides an extensive comparison between them. In particular, different scenarios which correspond to different perceptual and cognitive mechanisms are analyzed. The objective is twofold: 1) catching the behavior of existing measures to help Perception researchers for designing new 3-D metrics and 2) providing a comparison between them to inform and help computer graphics researchers for choosing the most accurate tool for the design and the evaluation of their mesh processing algorithms. Guillaume Lavoué, Massimiliano Corsini |
IEEE Trans. Multim. | 1 |
| 2010 | A comparative study of existing metrics for 3D-mesh segmentation evaluation
Halim Benhabiles, Jean-Philippe Vandeborre, Guillaume Lavoué, Mohamed Daoudi |
Vis. Comput. | 3 |
| 2009 | Local Patch Blind Spectral Watermarking Method for 3D Graphics
Ming Luo 0002, Kai Wang 0002, Adrian G. Bors, Guillaume Lavoué |
IWDW | 4 |
| 2009 | A framework for the objective evaluation of segmentation algorithms using a ground-truth of human segmented 3D-modelsabstractIn this paper, we present an evaluation method of 3D-mesh segmentation algorithms based on a ground-truth corpus. This corpus is composed of a set of 3D-models grouped in different classes (animals, furnitures, etc.) associated with several manual segmentations produced by human observers. We define a measure that quantifies the consistency between two segmentations of a 3D-model, whatever their granularity. Finally, we propose an objective quality score for the automatic evaluation of 3D-mesh segmentation algorithms based on these measures and on the ground-truth corpus. Thus the quality of segmentations obtained by automatic algorithms is evaluated in a quantitative way thanks to the quality score, and on an objective basis thanks to the groundtruth corpus. Our approach is illustrated through the evaluation of two recent 3D-mesh segmentation methods. Halim Benhabiles, Jean-Philippe Vandeborre, Guillaume Lavoué, Mohamed Daoudi |
Shape Modeling International | 3 |
| 2009 | Semi-sharp subdivision surface fitting based on feature lines approximation
Guillaume Lavoué, Florent Dupont |
Comput. Graph. | 1 |
| 2009 | Improving Zernike Moments Comparison for Optimal Similarity and Rotation Angle RetrievalabstractZernike moments constitute a powerful shape descriptor in terms of robustness and description capability. However the classical way of comparing two Zernike descriptors only takes into account the magnitude of the moments and loses the phase information. The novelty of our approach is to take advantage of the phase information in the comparison process while still preserving the invariance to rotation. This new Zernike comparator provides a more accurate similarity measure together with the optimal rotation angle between the patterns, while keeping the same complexity as the classical approach. This angle information is particularly of interest for many applications, including 3D scene understanding through images. Experiments demonstrate that our comparator outperforms the classical one in terms of similarity measure. In particular the robustness of the retrieval against noise and geometric deformation is greatly improved. Moreover, the rotation angle estimation is also more accurate than state-of-the-art algorithms. Jérôme Revaud, Guillaume Lavoué, Atilla Baskurt |
IEEE Trans. Pattern Anal. Mach. Intell. | 2 |
| 2009 | A local roughness measure for 3D meshes and its application to visual maskingabstract3D models are subject to a wide variety of processing operations such as compression, simplification or watermarking, which may introduce some geometric artifacts on the shape. The main issue is to maximize the compression/simplification ratio or the watermark strength while minimizing these visual degradations. However few algorithms exploit the human visual system to hide these degradations, while perceptual attributes could be quite relevant for this task. Particularly, the masking effect defines the fact that one visual pattern can hide the visibility of another. In this context we introduce an algorithm for estimating the roughness of a 3D mesh, as a local measure of geometric noise on the surface. Indeed, a textured (or rough ) region is able to hide geometric distortions much better than a smooth one. Our measure is based on curvature analysis on local windows of the mesh and is independent of the resolution/connectivity of the object. The accuracy and the robustness of our measure, together with its relevance regarding visual masking have been demonstrated through extensive comparisons with state-of-the-art and subjective experiment. Two applications are also presented, in which the roughness is used to lead (and improve) respectively compression and watermarking algorithms. Guillaume Lavoué |
ACM Trans. Appl. Percept. | 1 |
| 2008 | Hierarchical Watermarking of Semiregular Meshes Based on Wavelet TransformabstractThis paper presents a hierarchical watermarking framework for semiregular meshes. Three blind watermarks are inserted in a semiregular mesh with different purposes: a geometrically robust watermark for copyright protection, a high-capacity watermark for carrying a large amount of auxiliary information, and a fragile watermark for content authentication. The proposed framework is based on wavelet transform of the semiregular mesh. More precisely, the three watermarks are inserted in different appropriate resolution levels obtained by wavelet decomposition of the mesh: the robust watermark is inserted by modifying the norms of the wavelet coefficient vectors associated with the lowest resolution level; the fragile watermark is embedded in the high resolution level obtained just after one wavelet decomposition by modifying the orientations and norms of the wavelet coefficient vectors; the high-capacity watermark is inserted in one or several intermediate levels by considering groups of wavelet coefficient vector norms as watermarking primitives. Experimental results demonstrate the effectiveness of the proposed framework: the robust watermark is able to resist all common geometric attacks even with a relatively strong amplitude; the fragile watermark is robust to content-preserving operations, while being sensitive to other attacks of which it can also provide the precise location; the payload of the high-capacity watermark increases rapidly along with the number of watermarking primitives. Kai Wang 0002, Guillaume Lavoué, Florence Denis, Atilla Baskurt |
IEEE Trans. Inf. Forensics Secur. | 2 |
| 2008 | A Comprehensive Survey on Three-Dimensional Mesh WatermarkingabstractThree-dimensional (3-D) meshes have been used more and more in industrial, medical and entertainment applications during the last decade. Many researchers, from both the academic and the industrial sectors, have become aware of their intellectual property protection and authentication problems arising with their increasing use. This paper gives a comprehensive survey on 3-D mesh watermarking, which is considered an effective solution to the above two emerging problems. Our survey covers an introduction to the relevant state of the art, an attack-centric investigation, and a list of existing problems and potential solutions. First, the particular difficulties encountered while applying watermarking on 3-D meshes are discussed. Then we give a presentation and an analysis of the existing algorithms by distinguishing them between fragile techniques and robust techniques. Since attacks play an important role in the design of 3-D mesh watermarking algorithms, we also provide an attack-centric viewpoint of this state of the art. Finally, some future working directions are pointed out especially on the ways of devising robust and blind algorithms and on some new probably promising watermarking feature spaces. Kai Wang 0002, Guillaume Lavoué, Florence Denis, Atilla Baskurt |
IEEE Trans. Multim. | 2 |
| 2007 | Hierarchical Blind Watermarking of 3D Triangular MeshesabstractAn original hierarchical watermarking scheme for three-dimensional triangular meshes is proposed in this paper. A geometrically robust watermark and a high-capacity watermark are inserted in different resolution levels of the wavelet decomposition of a semi-regular mesh by modifying the norms of wavelet coefficients. Both watermarks are blind and invariant to similarity transformations. The robustness of the first watermark is achieved by synchronizing and quantizing watermark primitives according to edges lengths of the coarsest level, which are quite insensible to geometrical attacks. The high capacity of the second watermark is obtained by considering the permutation of the norms of a group of wavelet coefficients. Experiments have proven the high robustness of the first watermark under common geometrical attacks. To our knowledge, the capacity of the second method, which can attain the factorial of the candidate coefficients number, is the highest for 3D meshes in the literature. Kai Wang 0002, Guillaume Lavoué, Florence Denis, Atilla Baskurt |
ICME | 2 |
| 2007 | Subdivision surface watermarking
Guillaume Lavoué, Florence Denis, Florent Dupont |
Comput. Graph. | 1 |
| 2007 | A framework for quad/triangle subdivision surface fitting: Application to mechanical objectsabstractAbstract In this paper we present a new framework for subdivision surface approximation of three‐dimensional models represented by polygonal meshes. Our approach, particularly suited for mechanical or Computer Aided Design (CAD) parts, produces a mixed quadrangle‐triangle control mesh, optimized in terms of face and vertex numbers while remaining independent of the connectivity of the input mesh. Our algorithm begins with a decomposition of the object into surface patches. The main idea is to approximate the region boundaries first and then the interior data. Thus, for each patch, a first step approximates the boundaries with subdivision curves (associated with control polygons) and creates an initial subdivision surface by linking the boundary control points with respect to the lines of curvature of the target surface. Then, a second step optimizes the initial subdivision surface by iteratively moving control points and enriching regions according to the error distribution. The final control mesh defining the whole model is then created assembling every local subdivision control meshes. This control polyhedron is much more compact than the original mesh and visually represents the same shape after several subdivision steps, hence it is particularly suitable for compression and visualization tasks. Experiments conducted on several mechanical models have proven the coherency and the efficiency of our algorithm, compared with existing methods. Guillaume Lavoué, Florent Dupont, Atilla Baskurt |
Comput. Graph. Forum | 1 |
| 2005 | A new CAD mesh segmentation method, based on curvature tensor analysis
Guillaume Lavoué, Florent Dupont, Atilla Baskurt |
Comput. Aided Des. | 1 |
| 2005 | A new subdivision based approach for piecewise smooth approximation of 3D polygonal curves
Guillaume Lavoué, Florent Dupont, Atilla Baskurt |
Pattern Recognit. | 1 |
| 2004 | Curvature Tensor Based Triangle Mesh Segmentation with Boundary RectificationabstractThis work presents a new and efficient algorithm for the decomposition of 3D arbitrary triangle meshes into surface patches. The algorithm is based on the curvature tensor field analysis and presents two distinct complementary steps: a region based segmentation, which is an improvement of that presented by [G. Lavoue et al., (2004)] and which decomposes the object into known and near constant curvature patches, and a boundary rectification based on curvature tensor directions, which corrects boundaries by suppressing their artifacts or discontinuities. Experiments were conducted on various models including both CAD and natural objects, results are satisfactory. Resulting segmented patches, by virtue of their properties (known curvature, clean boundaries) are particularly adapted to computer graphics tasks like parametric or subdivision surface fitting in an adaptive compression objective. Guillaume Lavoué, Florent Dupont, Atilla Baskurt |
Computer Graphics International | 1 |
| 2004 | Object of interest-based visual navigation, retrieval, and semantic content identification system
Khalid Idrissi, Guillaume Lavoué, Julien Ricard, Atilla Baskurt |
Comput. Vis. Image Underst. | 2 |