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Simon Boyé

dblp:64/8697 · DBLP profile ↗
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2ranked-venue papers
2as first author
0since 2021 · last 2012
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 2 · 2 first-author

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 · 50% Rendering · 50%

Topics — the 2 heaviest of 2, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Rendering › GPU rendering
GPU rasterization
0.112012
A vectorial solver for free-form vector gradients · ACM Trans. Graph. 2012
Geometric modeling and processing › shape representation
vector graphics
0.112012
A vectorial solver for free-form vector gradients · ACM Trans. Graph. 2012

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

harmonic interpolation · 0.1finite element method · 0.1closed-form evaluation · 0.1
YearPublicationVenuePosition
2012 A vectorial solver for free-form vector gradients
abstract
The creation of free-form vector drawings has been greatly improved in recent years with techniques based on (bi)-harmonic interpolation. Such methods offer the best trade-off between sparsity (keeping the number of control points small) and expressivity (achieving complex shapes and gradients). In this paper, we introduce a vectorial solver for the computation of free-form vector gradients. Based on Finite Element Methods (FEM), its key feature is to output a low-level vector representation suitable for very fast GPU accelerated rasterization and close-form evaluation. This intermediate representation is hidden from the user: it is dynamically updated using FEM during drawing when control points are edited. Since it is output-insensitive, our approach enables novel possibilities for (bi)-harmonic vector drawings such as instancing, layering, deformation, texture and environment mapping. Finally, in this paper we also generalize and extend the set of drawing possibilities. In particular, we show how to locally control vector gradients.
Simon Boyé, Pascal Barla, Gaël Guennebaud
ACM Trans. Graph.1
2010 Least Squares Subdivision Surfaces
abstract
Abstract The usual approach to design subdivision schemes for curves and surfaces basically consists in combining proper rules for regular configurations, with some specific heuristics to handle extraordinary vertices. In this paper, we introduce an alternative approach, called Least Squares Subdivision Surfaces (LS), where the key idea is to iteratively project each vertex onto a local approximation of the current polygonal mesh. While the resulting procedure haves the same complexity as simpler subdivision schemes, our method offers much higher visual quality, especially in the vicinity of extraordinary vertices. Moreover, we show it can be easily generalized to support boundaries and creases. The fitting procedure allows for a local control of the surface from the normals, making LS3very well suited for interactive freeform modeling applications. We demonstrate our approach on diadic triangular and quadrangular refinement schemes, though it can be applied to any splitting strategies.
Simon Boyé, Gaël Guennebaud, Christophe Schlick
Comput. Graph. Forum1