Demo Data from VLDB 2026 / reviewers in the wild / expert
Olivier Génevaux
dblp:39/1783
· DBLP profile ↗
6ranked-venue papers
2as first author
0since 2021 · last 2016
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 6 · 2 first-authorHuman-computer interaction and ubiquitous computing · 4 · 2 first-authorApplied, interdisciplinary, general and emerging 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 · 44% Rendering · 44% Visualization and visual analytics · 13% |
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 › virtual environment
immersive virtual environments |
0.2 | 1 | 2016 | New hybrid projection to widen the vertical field of view with large screen to improve the perception of personal space in architectural project review · VR 2016 |
Rendering › display systems
non-planar projection |
0.2 | 1 | 2016 | New hybrid projection to widen the vertical field of view with large screen to improve the perception of personal space in architectural project review · VR 2016 |
Visualization and visual analytics › dimensionality reduction
projection |
0.1 | 1 | 2016 | New hybrid projection to widen the vertical field of view with large screen to improve the perception of personal space in architectural project review · VR 2016 |
Methods — techniques the papers use, named apart from their topics
psychophysical experiment · 0.2distance perception measurement · 0.2
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2016 | From Real MRA to Virtual MRA: Towards an Open-Source FrameworkabstractAngiographic imaging is a crucial domain of medical imaging. In particular, Magnetic Resonance Angiography (MRA) is used for both clinical and research purposes. This article presents the first framework geared toward the design of virtual MRA images from real MRA images. It relies on a pipeline that involves image processing, vascular modeling, computational fluid dynamics and MR image simulation, with several purposes. It aims to provide to the whole scientific community (1) software tools for MRA analysis and blood flow simulation; and (2) data (computational meshes, virtual MRAs with associated ground truth), in an open-source/open-data paradigm. Beyond these purposes, it constitutes a versatile tool for progressing in the understanding of vascular networks, especially in the brain, and the associated imaging technologies. These keywords were added by machine and not by the authors. This process is experimental and the keywords may be updated as the learning algorithm improves. Nicolas Passat, Stéphanie Salmon, Jean-Paul Armspach, Benoît Naegel, Christophe Prud'homme, Hugues Talbot, Alexandre Fortin, Simon Garnotel, Odyssée Merveille, Olivia Miraucourt, Ranine Tarabay, Vincent Chabannes, Alice Dufour, Anna Jezierska, Olivier Balédent, Emmanuel Durand, Laurent Najman, Marcela Szopos, Alexandre Ancel, Joseph Baruthio, Maya Delbany, Sidy Fall, Gwenaël Pagé, Olivier Génevaux, Mourad Ismail, P. Loureiro de Sousa, Marc Thiriet, Julien Jomier |
MICCAI (3) | 24 |
| 2016 | New hybrid projection to widen the vertical field of view with large screen to improve the perception of personal space in architectural project reviewabstractIn architectural project review, the perception of the near surrounding ground is important for the evaluation of the virtual environment (VE). This near surrounding ground is missing when using wall screens. To address this problem we suggest increasing the Vertical Field of View (VFoV). One solution is the use of the rendering approach such as non-planar projection. However, simply increasing the FoV of the rendering leads to much distortion in the VE which is not suitable for architectural project review. We propose a new hybrid projection combining a perspective projection in the center of the screen and a cylindrical-like projection on the top and bottom boarders. By this, we increase VFoV without incurring large deformations to preserve the perception of distances and to allow seeing the surrounding ground. We also report the results of an experiment we conducted to evaluate distance perception with our projection. Sabah Boustila, Antonio Capobianco, Olivier Génevaux, Dominique Bechmann |
VR | 3 |
| 2013 | Robust Fitting on Poorly Sampled Data for Surface Light Field Rendering and Image RelightingabstractAbstract Two‐dimensional (2D) parametric colour functions are widely used in Image‐Based Rendering and Image Relighting. They make it possible to express the colour of a point depending on a continuous directional parameter: the viewing or the incident light direction. Producing such functions from acquired data is promising but difficult. Indeed, an intensive acquisition process resulting in dense and uniform sampling is not always possible. Conversely, a simpler acquisition process results in sparse, scattered and noisy data on which parametric functions can hardly be fitted without introducing artefacts. Within this context, we present two contributions. The first one is a robust least‐squares‐based method for fitting 2D parametric colour functions on sparse and scattered data. Our method works for any amount and distribution of acquired data, as well as for any function expressed as a linear combination of basis functions. We tested our fitting for both image‐based rendering (surface light fields) and image relighting using polynomials and spherical harmonics. The second one is a statistical analysis to measure the robustness of any fitting method. This measure assesses a trade‐off between precision of the fitting and stability with respect to input sampling conditions. This analysis along with visual results confirm that our fitting method is robust and reduces reconstruction artefacts for poorly sampled data while preserving the precision for a dense and uniform sampling. Kenneth Vanhoey, Basile Sauvage, Olivier Génevaux, Frédéric Larue, Jean-Michel Dischler |
Comput. Graph. Forum | 3 |
| 2010 | Hybrid rendering of dynamic heightfields using ray-casting and mesh rasterization
Lucas Ammann, Olivier Génevaux, Jean-Michel Dischler |
Graphics Interface | 2 |
| 2006 | Interactive refraction on complex static geometry using spherical harmonicsabstractAccurate refraction, thanks to raytracing, has always been a popular effect in computer graphics imagery. However, its use has been severely hindered in interactive rendering due to the lack of efficient and realistic techniques geared toward polygon oriented rendering.In this paper, a method to achieve realistic and interactive refractive effects through complex static geometry is proposed. It relies on an offline step where many light paths through the object are pre-evaluated. During rendering, these precomputed paths are used to provide approximations of actual refracted paths through the geometry, enabling further sampling of an environment map. Light paths valuable information, namely final output direction when leaving refractive object, is compressed using frequency domain based spherical harmonics. The matching decompression procedure, entirely offloaded onto graphics hardware, is handled at interactive speed. Olivier Génevaux, Frédéric Larue, Jean-Michel Dischler |
SI3D | 1 |
| 2003 | Simulating Fluid-Solid Interaction
Olivier Génevaux, Arash Habibi, Jean-Michel Dischler |
Graphics Interface | 1 |