Eric Bouvier

dblp:27/2524 · DBLP profile ↗
← Back
3ranked-venue papers
0as first author
0since 2021 · last 2006
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 2Human-computer interaction and ubiquitous computing · 2

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
Virtual and augmented reality · 70% Rendering · 23% Geometric modeling and processing · 7%

Topics — the 3 heaviest of 4, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality › near-eye display
holographic display
0.112006
A Large Scale Interactive Holographic Display · VR 2006
Rendering
multiresolution rendering
0.012000
Time-critical multiresolution rendering of large complex models · Comput. Aided Des. 2000
Virtual and augmented reality › immersive display
multi-projector display
0.012006
A Large Scale Interactive Holographic Display · VR 2006

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

cluster rendering · 0.1level of detail · 0.0
YearPublicationVenuePosition
2006 A Large Scale Interactive Holographic Display
abstract
Our work focuses on the development of interactive multi-user holographic displays that allow freely moving naked eye participants to share a three dimensional scene with fully continuous, observer independent, parallax. Our approach is based on a scalable design that exploits a specially arranged array of projectors and a holographic screen. The feasibility of such an approach has already been demonstrated with a working hardware and software 7.4M pixel prototype driven at 10-15Hz by two DVI streams. In this short contribution, we illustrate our progress, presenting a 50M pixel display prototype driven by a dedicated cluster hosting multiple consumer level graphic cards.
Tibor Agócs, Tibor Balogh, Tamás Forgács, Fabio Bettio, Enrico Gobbetti, Gianluigi Zanetti, Eric Bouvier
VR7
2000 Time-critical multiresolution rendering of large complex models
Enrico Gobbetti, Eric Bouvier
Comput. Aided Des.2
1999 Time-Critical Multiresolution Scene Rendering
abstract
We describe a framework for time-critical rendering of graphics scenes composed of a large number of objects having complex geometric descriptions. Our technique relies upon a scene description in which objects are represented as multiresolution meshes. We perform a constrained optimization at each frame to choose the resolution of each potentially visible object that generates the best quality image while meeting timing constraints. The technique provides smooth level-of-detail control and aims at guaranteeing a uniform, bounded frame rate even for widely changing viewing conditions. The optimization algorithm is independent from the particular data structure used to represent multiresolution meshes. The only requirements are the ability to represent a mesh with an arbitrary number of triangles and to traverse a mesh structure at an arbitrary resolution in a short predictable time. A data structure satisfying these criteria is described and experimental results are discussed.
Enrico Gobbetti, Eric Bouvier
IEEE Visualization2