Demonstration venue · read-only. Every page can be browsed; the buttons that would change it are switched off. Create an account to run TaxoReview on your own data. A simulation from public publication records: the people listed were not invited and did not agree to review.
? Tutorial for this page

Adrien Bernhardt

dblp:51/699 · DBLP profile ↗
← Back
6ranked-venue papers
1as first author
0since 2021 · last 2014
0009-0004-8308-9457ORCID · verified

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

Graphics, computer vision, multimedia, augmented reality and games · 6 · 1 first-authorHuman-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
Geometric modeling and processing · 75% Image and video processing · 25%

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

TopicWeightPapersLastEvidence papers
Geometric modeling and processing › solid modeling
constructive solid geometry
0.212013
A gradient-based implicit blend · ACM Trans. Graph. 2013
Image and video processing › gradient-domain image processing
gradient-domain blending
0.212013
A gradient-based implicit blend · ACM Trans. Graph. 2013
Geometric modeling and processing › shape modeling
implicit modeling
0.212013
A gradient-based implicit blend · ACM Trans. Graph. 2013
Geometric modeling and processing
implicit surface
0.212013
A gradient-based implicit blend · ACM Trans. Graph. 2013

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

GPU evaluation · 0.2
YearPublicationVenuePosition
2014 First person sketch-based terrain editing
Flora Ponjou Tasse, Arnaud Emilien, Marie-Paule Cani, Stefanie Hahmann, Adrien Bernhardt
Graphics Interface5
2013 SCALe-invariant Integral Surfaces
abstract
Abstract Extraction of skeletons from solid shapes has attracted quite a lot of attention, but less attention was paid so far to the reverse operation: generating smooth surfaces from skeletons and local radius information. Convolution surfaces, i.e. implicit surfaces generated by integrating a smoothing kernel along a skeleton, were developed to do so. However, they failed to reconstruct prescribed radii and were unable to model large shapes with fine details. This work introduces SCALe‐invariant Integral Surfaces (SCALIS), a new paradigm for implicit modelling from skeleton graphs. Similarly to convolution surfaces, our new surfaces still smoothly blend when field contributions from new skeleton parts are added. However, in contrast with convolution surfaces, blending properties are scale‐invariant. This brings three major benefits: the radius of the surface around a skeleton can be explicitly controlled, shapes generated in blending regions are self‐similar regardless of the scale of the model and thin shape components are not excessively smoothed out when blended into larger ones.
Cédric Zanni, Adrien Bernhardt, M. Quiblier, Marie-Paule Cani
Comput. Graph. Forum2
2013 A gradient-based implicit blend
abstract
We introduce a new family of binary composition operators that solves four major problems of constructive implicit modeling: suppressing bulges when two shapes merge, avoiding unwanted blending at a distance, ensuring that the resulting shape keeps the topology of the union, and enabling sharp details to be added without being blown up. The key idea is that field functions should not only be combined based on their values, but also on their gradients . We implement this idea through a family of C ∞ composition operators evaluated on the GPU for efficiency, and illustrate it by applications to constructive modeling and animation.
Olivier Gourmel, Loïc Barthe, Marie-Paule Cani, Brian Wyvill, Adrien Bernhardt, Mathias Paulin, Herbert Grasberger
ACM Trans. Graph.5
2012 Procedural generation of villages on arbitrary terrains
Arnaud Emilien, Adrien Bernhardt, Adrien Peytavie, Marie-Paule Cani, Eric Galin
Vis. Comput.2
2010 Implicit Blending Revisited
abstract
Abstract Blending is both the strength and the weakness of functionally based implicit surfaces (such as F‐reps or soft‐objects). While it gives them the unique ability to smoothly merge into a single, arbitrary shape, it makes implicit modelling hard to control since implicit surfaces blend at a distance, in a way that heavily depends on the slope of the field functions that define them. This paper presents a novel, generic solution to blending of functionally‐based implicit surfaces: the insight is that to be intuitive and easy to control, blends should be located where two objects overlap, while enabling other parts of the objects to come as close to each other as desired without being deformed. Our solution relies on automatically defined blending regions around the intersection curves between two objects. Outside of these volumes, a clean union of the objects is computed thanks to a new operator that guarantees the smoothness of the resulting field function; meanwhile, a smooth blend is generated inside the blending regions. Parameters can automatically be tuned in order to prevent small objects from blurring out when blended into larger ones, and to generate a progressive blend when two animated objects come in contact.
Adrien Bernhardt, Loïc Barthe, Marie-Paule Cani, Brian Wyvill
Comput. Graph. Forum1
2008 HandNavigator: hands-on interaction for desktop virtual reality
abstract
This paper presents a novel interaction system, aimed at hands-on manipulation of digital models through natural hand gestures. Our system is composed of a new physical interaction device coupled with a simulated compliant virtual hand model. The physical interface consists of a SpaceNavigator, augmented with pressure sensors to detect directional forces applied by the user's fingertips. This information controls the position, orientation, and posture of the virtual hand in the same way that the SpaceNavigator uses measured forces to animate a virtual frame. In this manner, user control does not involve fatigue due to reaching gestures or holding a desired hand shape. During contact, the user has a realistic visual feedback in the form of plausible interactions between the virtual hand and its environment. Our device is well suited to any situation where hand gesture, contact, or manipulation tasks need to be performed in virtual. We demonstrate the device in several simple virtual worlds and evaluate it through a series of user studies.
Paul G. Kry, Adeline Pihuit, Adrien Bernhardt, Marie-Paule Cani
VRST3