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Pierre-Marie Gandoin

dblp:63/6969 · DBLP profile ↗
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6ranked-venue papers
1as first author
0since 2021 · last 2009
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 3 · 1 first-authorHuman-computer interaction and ubiquitous computing · 1Theory of computation · 1Applied, 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
Geometric modeling and processing · 100%

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

TopicWeightPapersLastEvidence papers
Geometric modeling and processing › mesh processing
mesh compression
0.012002
Progressive lossless compression of arbitrary simplicial complexes · ACM Trans. Graph. 2002
Geometric modeling and processing › shape representation
mesh representation
0.012002
Progressive lossless compression of arbitrary simplicial complexes · ACM Trans. Graph. 2002
Geometric modeling and processing › mesh processing › mesh compression
progressive mesh compression
0.012002
Progressive lossless compression of arbitrary simplicial complexes · ACM Trans. Graph. 2002
Geometric modeling and processing › mesh generation
tetrahedral mesh
0.012002
Progressive lossless compression of arbitrary simplicial complexes · ACM Trans. Graph. 2002

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

vertex split · 0.0kd-tree encoding · 0.0edge expansion · 0.0
YearPublicationVenuePosition
2009 CHuMI viewer: Compressive huge mesh interactive viewer
Clément Jamin, Pierre-Marie Gandoin, Samir Akkouche
Comput. Graph.2
2009 Reconstruction Algorithms as a Suitable Basis for Mesh Connectivity Compression
abstract
During a highly productive period running from 1995 to about 2002, the research in lossless compression of surface meshes mainly consisted in a hard battle for the best bitrates. However, for a few years, compression rates seem stabilized around 1.5 bit per vertex for the connectivity coding of usual triangular meshes, and more and more work is dedicated to remeshing, lossy compression, or gigantic mesh compression, where memory access and CPU optimizations are the new priority. However, the size of 3D models keeps growing, and many application fields keep requiring lossless compression. In this paper, we present a new contribution for single-rate lossless connectivity compression, which first brings improvement over current state of the art bitrates, and second, does not constraint the coding of the vertex positions, offering therefore a good complementarity with the best performing geometric compression methods. The initial observation having motivated this work is that very often, most of the connectivity part of a mesh can be automatically deduced from its geometric part using reconstruction algorithms. This has already been used within the limited framework of projectable objects (essentially, terrain models and GIS), but finds here its first generalization to arbitrary triangular meshes, without any limitation regarding the topological genus, the number of connected components, the manifoldness or the regularity. This can be obtained by constraining and guiding a Delaunay-based reconstruction algorithm so that it outputs the initial mesh to be coded. The resulting rates seem extremely competitive when the meshes are fully included in Delaunay, and are still good compared to the state-of-the-art in the case of scanned models.
Raphaëlle Chaine, Pierre-Marie Gandoin, Céline Roudet
IEEE Trans Autom. Sci. Eng.2
2007 Mesh connectivity compression using convection reconstruction
abstract
During a highly productive period running from 1995 to about 2002, the research in lossless compression of 3D meshes mainly consisted in a hard battle for the best bitrates. But for a few years, compression rates seem stabilized around 1.5 bit per vertex for the connectivity coding of usual meshes, and more and more work is dedicated to remeshing, lossy compression, or gigantic mesh compression, where memory and CPU optimizations are the new priority. However, the size of 3D models keeps growing, and many application fields keep requiring lossless compression. In this paper, we present a new contribution for single-rate lossless connectivity compression, which first brings improvement over current state of the art bitrates, and secondly, does not constraint the coding of the vertex positions, offering therefore a good complementarity with the best performing geometric compression methods. The initial observation having motivated this work is that very often, most of the connectivity part of a mesh can be automatically deduced from its geometric part using reconstruction algorithms. This has already been used within the limited framework of projectable objects (essentially terrain models and GIS), but finds here its first generalization to arbitrary triangular meshes, without any limitation regarding the topological genus, the number of connected components, the manifoldness or the regularity. This can be obtained by constraining and guiding a Delaunay-based reconstruction algorithm so that it outputs the initial mesh to be coded. The resulting rates seem extremely competitive when the meshes are fully included in Delaunay, and are still good compared to the state of the art in the general case.
Raphaëlle Chaine, Pierre-Marie Gandoin, Céline Roudet
Symposium on Solid and Physical Modeling2
2002 Rounding Voronoi diagram
Olivier Devillers, Pierre-Marie Gandoin
Theor. Comput. Sci.2
2002 Progressive lossless compression of arbitrary simplicial complexes
abstract
Efficient algorithms for compressing geometric data have been widely developed in the recent years, but they are mainly designed for closed polyhedral surfaces which are manifold or "nearly manifold". We propose here a progressive geometry compression scheme which can handle manifold models as well as "triangle soups" and 3D tetrahedral meshes. The method is lossless when the decompression is complete which is extremely important in some domains such as medical or finite element.While most existing methods enumerate the vertices of the mesh in an order depending on the connectivity, we use a kd-tree technique [Devillers and Gandoin 2000] which does not depend on the connectivity. Then we compute a compatible sequence of meshes which can be encoded using edge expansion [Hoppe et al. 1993] and vertex split [Popović and Hoppe 1997].The main contributions of this paper are: the idea of using the kd-tree encoding of the geometry to drive the construction of a sequence of meshes, an improved coding of the edge expansion and vertex split since the vertices to split are implicitly defined, a prediction scheme which reduces the code for simplices incident to the split vertex, and a new generalization of the edge expansion operation to tetrahedral meshes.
Pierre-Marie Gandoin, Olivier Devillers
ACM Trans. Graph.1
2000 Geometric compression for interactive transmission
abstract
The compression of geometric structures is a relatively new field of data compression. Since about 1995, several articles have dealt with the coding of meshes, using for most of them the following approach: the vertices of the mesh are coded in an order that partially contains the topology of the mesh. In the same time, some simple rules attempt to predict the position of each vertex from the positions of its neighbors that have been previously coded. We describe a compression algorithm whose principle is completely different: the coding order of the vertices is used to compress their coordinates, and then the topology of the mesh is reconstructed from the vertices. This algorithm achieves compression ratios that are slightly better than those of the currently available algorithms, and moreover, it allows progressive and interactive transmission of the meshes.
Olivier Devillers, Pierre-Marie Gandoin
IEEE Visualization2