Clement Courbet

dblp:28/7296 · DBLP profile ↗
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6ranked-venue papers
4as first author
2since 2021 · last 2021
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 4 · 3 first-authorSoftware engineering, systems software and programming languages · 2 · 1 first-author · 2 since 2021
YearPublicationVenuePosition
2021 NSan: a floating-point numerical sanitizer
abstract
Sanitizers are a relatively recent trend in software engineering. They aim at automatically finding bugs in programs, and they are now commonly available to programmers as part of compiler toolchains. For example, the LLVM project includes out-of-the-box sanitizers to detect thread safety (tsan), memory (asan,msan,lsan), or undefined behaviour (ubsan) bugs.
Clement Courbet
CC1
2021 automemcpy: a framework for automatic generation of fundamental memory operations
abstract
Memory manipulation primitives (memcpy, memset, memcmp) are used by virtually every application, from high performance computing to user interfaces. They often consume a significant portion of CPU cycles. Because they are so ubiquitous and critical, they are provided by language runtimes and in particular by libc, the C standard library. These implementations are heavily optimized, typically written in hand-tuned assembly for each target architecture.
Guillaume Châtelet, Chris Kennelly, Sam (Likun) Xi, Ondrej Sýkora, Clement Courbet, Xinliang David Li, Bruno De Backer
ISMM5
2012 Progressive compression of manifold polygon meshes
Adrien Maglo, Clement Courbet, Pierre Alliez, Céline Hudelot
Comput. Graph.2
2011 Taylor Prediction for Mesh Geometry Compression
abstract
Abstract In this paper, we introduce a new formalism for mesh geometry prediction. We derive a class of smooth linear predictors from a simple approach based on the Taylor expansion of the mesh geometry function. We use this method as a generic way to compute weights for various linear predictors used for mesh compression and compare them with those of existing methods. We show that our scheme is actually equivalent to the Modified Butterfly subdivision scheme used for wavelet mesh compression. We also build new efficient predictors that can be used for connectivity‐driven compression in place of other schemes like Average/Dual Parallelogram Prediction and High Degree Polygon Prediction. The new predictors use the same neighbourhood, but do not make any assumption on mesh anisotropy. In the case of Average Parallelogram Prediction, our new weights improve compression rates from 3% to 18% on our test meshes. For Dual Parallelogram Prediction, our weights are equivalent to those of the previous Freelence approach, that outperforms traditional schemes by 16% on average. Our method effectively shows that these weights are optimal for the class of smooth meshes. Modifying existing schemes to make use of our method is free because only the prediction weights have to be modified in the code.
Clement Courbet, Céline Hudelot
Comput. Graph. Forum1
2010 Streaming compression of hexahedral meshes
Clement Courbet, Martin Isenburg
Vis. Comput.1
2009 Random Accessible Hierarchical Mesh Compression for Interactive Visualization
abstract
Abstract This paper presents a novel algorithm for hierarchical random accessible mesh decompression. Our approach progressively decompresses the requested parts of a mesh without decoding less interesting parts. Previous approaches divided a mesh into independently compressed charts and a base coarse mesh. We propose a novel hierarchical representation of the mesh. We build this representation by using a boundary‐based approach to recursively split the mesh in two parts, under the constraint that any of the two resulting submeshes should be reconstructible independently. In addition to this decomposition technique, we introduce the concepts of opposite vertex and context dependant numbering. This enables us to achieve seemingly better compression ratios than previous work on quad and higher degree polygonal meshes. Our coder uses about 3 bits per polygon for connectivity and 14 bits per vertex for geometry using 12 bits quantification.
Clement Courbet, Céline Hudelot
Comput. Graph. Forum1