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Stéphane Rivière

dblp:40/5097 · DBLP profile ↗
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4ranked-venue papers
2as first author
0since 2021 · last 1997
—ORCID · none

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

Theory of computation · 3 · 2 first-authorGraphics, computer vision, multimedia, augmented reality and games · 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.

Theoretical computer science
2 papers
Computational geometry · 100%
Computer graphics and multimedia
1 paper
Rendering · 100%

Topics — the 5 heaviest of 5, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computational geometry › visibility
visibility complex
0.021997
Dynamic Visibility in Polygonal Scenes with the Visibility Complex · SCG 1997
Topologically Sweeping the Visibility Complex of Polygonal Scenes · SCG 1995
Rendering
global illumination
0.011996
Radiosity in Flatland Made Visibly Simple: Using the Visibility Complex for Lighting Simulation of Dynamic Scenes in Flatland · SCG 1996
Rendering › global illumination
radiosity
0.011996
Radiosity in Flatland Made Visibly Simple: Using the Visibility Complex for Lighting Simulation of Dynamic Scenes in Flatland · SCG 1996
Computational geometry › topological algorithms
topological sweep
0.011995
Topologically Sweeping the Visibility Complex of Polygonal Scenes · SCG 1995
Rendering
visibility computation
0.011996
Radiosity in Flatland Made Visibly Simple: Using the Visibility Complex for Lighting Simulation of Dynamic Scenes in Flatland · SCG 1996

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

visibility complex · 0.0topological sweep · 0.0
YearPublicationVenuePosition
1997 Dynamic Visibility in Polygonal Scenes with the Visibility Complex
abstract
International audience
Stéphane Rivière
SCG1
1996 Radiosity in Flatland Made Visibly Simple: Using the Visibility Complex for Lighting Simulation of Dynamic Scenes in Flatland
abstract
No abstract available.
Frédo Durand, Rachel Orti, Stéphane Rivière, Claude Puech
SCG3
1996 Radiosity for Dynamic Scenes in Flatland with the Visibility Complex
abstract
Abstract The radiosity method is particularly suitable for global illumination calculations in static environments. Nonetheless, recent applications of image synthesis such as architectural simulation or lighting design require the ability to modify environments. Previous methods have attempted to deal with dynamic environments (environments where the geometry, the material properties, etc., can change)but still suffer some limitations in the case of moving objects. One of the main problems remaining is the efficient and accurate detection of which form factors must really be recomputed, since their calculation is the most time‐consuming part of the radiosity method. To correctly understand and solve this problem, we start with a method in 2D for polygonal scenes using the visibility complex. It is a powerful data structure representing the visibility relationships between objects in the plane. We have developed and implemented an algorithm which uses this structure to efficiently compute the discontinuity mesh and the form factors for static scenes. We also propose an extension to our algorithm to efficiently update only the modified form factors when an object is moving. This approach enhances our understanding and will hopefully lead to efficient solutions in 3D.
Rachel Orti, Stéphane Rivière, Frédo Durand, Claude Puech
Comput. Graph. Forum2
1995 Topologically Sweeping the Visibility Complex of Polygonal Scenes
abstract
No abstract available.
Stéphane Rivière
SCG1