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Guillaume Bousquet

dblp:69/8412 · DBLP profile ↗
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2ranked-venue papers
0as first author
0since 2021 · last 2011
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 2

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
2 papers
Computer animation and physical simulation · 70% Geometric modeling and processing · 30%

Topics — the 4 heaviest of 5, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Geometric modeling and processing
deformable models
0.112011
Frame-based elastic models · ACM Trans. Graph. 2011
Computer animation and physical simulation › deformable body simulation
deformable solid simulation
0.112011
Sparse meshless models of complex deformable solids · ACM Trans. Graph. 2011
Computer animation and physical simulation
meshless simulation
0.112011
Sparse meshless models of complex deformable solids · ACM Trans. Graph. 2011
Computer animation and physical simulation
skinning
0.112011
Frame-based elastic models · ACM Trans. Graph. 2011

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

skeleton subspace deformation · 0.1radial basis functions · 0.1meshless discretization · 0.1lagrangian mechanics · 0.1dual quaternion blending · 0.1continuum mechanics · 0.1
YearPublicationVenuePosition
2011 Sparse meshless models of complex deformable solids
abstract
A new method to simulate deformable objects with heterogeneous material properties and complex geometries is presented. Given a volumetric map of the material properties and an arbitrary number of control nodes, a distribution of the nodes is computed automatically, as well as the associated shape functions. Reference frames attached to the nodes are used to apply skeleton subspace deformation across the volume of the objects. A continuum mechanics formulation is derived from the displacements and the material properties. We introduce novel material-aware shape functions in place of the traditional radial basis functions used in meshless frameworks. In contrast with previous approaches, these allow coarse deformation functions to efficiently resolve non-uniform stiffnesses. Complex models can thus be simulated at high frame rates using a small number of control nodes.
François Faure, Benjamin Gilles, Guillaume Bousquet, Dinesh K. Pai
ACM Trans. Graph.3
2011 Frame-based elastic models
abstract
We present a new type of deformable model which combines the realism of physically-based continuum mechanics models and the usability of frame-based skinning methods. The degrees of freedom are coordinate frames. In contrast with traditional skinning, frame positions are not scripted but move in reaction to internal body forces. The displacement field is smoothly interpolated using dual quaternion blending. The deformation gradient and its derivatives are computed at each sample point of a deformed object and used in the equations of Lagrangian mechanics to achieve physical realism. This allows easy and very intuitive definition of the degrees of freedom of the deformable object. The meshless discretization allows on-the-fly insertion of frames to create local deformations where needed. We formulate the dynamics of these models in detail and describe some precomputations that can be used for speed. We show that our method is effective for behaviors ranging from simple unimodal deformations to complex realistic deformations comparable with Finite Element simulations. To encourage its use, the software will be freely available in the simulation platform SOFA.
Benjamin Gilles, Guillaume Bousquet, François Faure, Dinesh K. Pai
ACM Trans. Graph.2