Demo Data from VLDB 2026 / reviewers in the wild / expert
Jean Basset
dblp:217/9644
· DBLP profile ↗
7ranked-venue papers
4as first author
4since 2021 · last 2025
0009-0006-3300-9994ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 6 · 4 first-author · 4 since 2021Artificial intelligence and machine learning · 3 · 2 first-author · 2 since 2021Human-computer interaction and ubiquitous computing · 1
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% | |
| Human-computer interaction and pervasive computing
1 paper |
Immersive interaction · 100% |
Topics — the 3 heaviest of 3, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Virtual and augmented reality
augmented reality |
0.3 | 1 | 2018 | Understanding Users' Capability to Transfer Information between Mixed and Virtual Reality: Position Estimation across Modalities and Perspectives · CHI 2018 |
Virtual and augmented reality
mixed reality |
0.3 | 1 | 2018 | Understanding Users' Capability to Transfer Information between Mixed and Virtual Reality: Position Estimation across Modalities and Perspectives · CHI 2018 |
Immersive interaction
cross-reality interaction |
0.3 | 1 | 2018 | Understanding Users' Capability to Transfer Information between Mixed and Virtual Reality: Position Estimation across Modalities and Perspectives · CHI 2018 |
Methods — techniques the papers use, named apart from their topics
user study · 0.7position estimation · 0.7
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | Trajectory-aware Smears for Stylized 3D AnimationsabstractSmearing is an essential effect to expressively convey motion in stylized animations. In this paper, we extend the method of Basset et al. [2024] to better emphasize the main motion’s trajectory of an object when generating elongated in-betweens, i.e., when stretching a 3D object along its trajectory to cover adjacent frames. This limits visual artifacts such as intersections that typically occur when trajectories self-overlap due to local rotations or abrupt changes of direction (trajectories with high curvatures or even discontinuities at contacts). We address these cases with minor computational and memory overheads, and offer enhanced impact expressiveness by combining smear and squash-and-stretch effects at collisions. Lou Tremolieres, Jean Basset, Pierre Bénard, Pascal Barla |
MIG | 2 |
| 2023 | Efficient Interpolation of Rough Line DrawingsabstractAbstract In traditional 2D animation, sketches drawn at distant keyframes are used to design motion, yet it would be far too labor‐intensive to draw all the inbetween frames to fully visualize that motion. We propose a novel efficient interpolation algorithm that generates these intermediate frames in the artist's drawing style. Starting from a set of registered rough vector drawings, we first generate a large number of candidate strokes during a pre‐process, and then, at each intermediate frame, we select the subset of those that appropriately conveys the underlying interpolated motion, interpolates the stroke distributions of the key drawings, and introduces a minimum amount of temporal artifacts. In addition, we propose quantitative error metrics to objectively evaluate different stroke selection strategies. We demonstrate the potential of our method on various animations and drawing styles, and show its superiority over competing raster‐ and vector‐based methods. Jiazhou Chen 0002, Xinding Zhu, Melvin Even, Jean Basset, Pierre Bénard, Pascal Barla |
Comput. Graph. Forum | 4 |
| 2022 | Impact of Self-Contacts on Perceived Pose EquivalencesabstractDefining equivalences between poses of different human characters is an important problem for imitation research, human pose recognition and deformation transfer. However, pose equivalence is a subjective information that depends on context and on the morphology of the characters. A common hypothesis is that interactions between body surfaces, such as self-contacts, are important attributes of human poses, and are therefore consistently included in animation approaches aiming at retargeting human motions. However, some of these self-contacts are only present because of the morphology of the character and are not important to the pose, e.g. contacts between the upper arms and the torso during a standing A-pose. In this paper, we conduct a first study towards the goal of understanding the impact of self-contacts between body surfaces on perceived pose equivalences. More specifically, we focus on contacts between the arms or hands and the upper body, which are frequent in everyday human poses. We conduct a study where we present to observers two models of a character mimicking the pose of a source character, one with the same self-contacts as the source, and one with one self-contact removed, and ask observers to select which model best mimics the source pose. We show that while poses with different self-contacts are considered different by observers in most cases, this effect is stronger for self-contacts involving the hands than for those involving the arms. Jean Basset, Badr Ouannas, Ludovic Hoyet, Franck Multon, Stefanie Wuhrer |
MIG | 1 |
| 2021 | Neural Human Deformation TransferabstractWe consider the problem of human deformation transfer, where the goal is to retarget poses between different characters. Traditional methods that tackle this problem assume a human pose model to be available and transfer poses between characters using this model. In this work, we take a different approach and transform the identity of a character into a new identity without modifying the character’s pose. This offers the advantage of not having to define equivalences between 3D human poses, which is not straightforward as poses tend to change depending on the identity of the character performing them, and as their meaning is highly contextual. To achieve the deformation transfer, we propose a neural encoder-decoder architecture where only identity information is encoded and where the decoder is conditioned on the pose. We use pose independent representations, such as isometry-invariant shape characteristics, to represent identity features. Our model uses these features to supervise the prediction of offsets from the deformed pose to the result of the transfer. We show experimentally that our method outperforms state-of-the-art methods both quantitatively and qualitatively, and generalises better to poses not seen during training. We also introduce a fine-tuning step that allows to obtain competitive results for extreme identities, and allows to transfer simple clothing. Jean Basset, Adnane Boukhayma, Stefanie Wuhrer, Franck Multon, Edmond Boyer |
3DV | 1 |
| 2020 | Contact preserving shape transfer: Retargeting motion from one shape to another
Jean Basset, Stefanie Wuhrer, Edmond Boyer, Franck Multon |
Comput. Graph. | 1 |
| 2019 | Contact Preserving Shape Transfer For Rigging-Free Motion RetargetingabstractRetargeting a motion from a source to a target character is an important problem in computer animation, as it allows to reuse existing rigged databases or transfer motion capture to virtual characters. Surface based pose transfer is a promising approach to avoid the trial-and-error process when controlling the joint angles. The main contribution of this paper is to investigate whether shape transfer instead of pose transfer would better preserve the original contextual meaning of the source pose. To this end, we propose an optimization-based method to deform the source shape+pose using three main energy functions: similarity to the target shape, body part volume preservation, and collision management (preserve existing contacts and prevent penetrations). The results show that our method is able to retarget complex poses, including several contacts, to very different morphologies. In particular, we introduce new contacts that are linked to the change in morphology, and which would be difficult to obtain with previous works based on pose transfer that aim at distance preservation between body parts. These preliminary results are encouraging and open several perspectives, such as decreasing computation time, and better understanding how to model pose and shape constraints. Jean Basset, Stefanie Wuhrer, Edmond Boyer, Franck Multon |
MIG | 1 |
| 2018 | Understanding Users' Capability to Transfer Information between Mixed and Virtual Reality: Position Estimation across Modalities and PerspectivesabstractMixed Reality systems combine physical and digital worlds, with great potential for the future of HCI. It is possible to design systems that support flexible degrees of virtuality by combining complementary technologies. In order for such systems to succeed, users must be able to create unified mental models out of heterogeneous representations. In this paper, we present two studies focusing on the users' accuracy on heterogeneous systems using Spatial Augmented Reality (SAR) and immersive Virtual Reality (VR) displays, and combining viewpoints (egocentric and exocentric). The results show robust estimation capabilities across conditions and viewpoints. Joan Sol Roo, Jean Basset, Pierre-Antoine Cinquin, Martin Hachet |
CHI | 2 |