Demo Data from VLDB 2026 / reviewers in the wild / expert
Céline Loscos
dblp:78/2161
· DBLP profile ↗
15ranked-venue papers
4as first author
2since 2021 · last 2026
0000-0002-0520-6249ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 14 · 4 first-author · 2 since 2021Human-computer interaction and ubiquitous computing · 3 · 1 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
2 papers |
Virtual and augmented reality · 52% Rendering · 44% Geometric modeling and processing · 4% | |
| Human-computer interaction and pervasive computing
1 paper |
Collaborative and social computing · 77% Usability and user experience research · 23% |
Topics — the 8 heaviest of 9, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Virtual and augmented reality
mixed reality |
0.0 | 1 | 2003 | The CREATE Project: Mixed Reality for Design, Education, and Cultural Heritage with a Constructivist Approach · ISMAR 2003 |
Virtual and augmented reality
augmented reality |
0.0 | 1 | 2000 | Interactive Virtual Relighting of Real Scenes · IEEE Trans. Vis. Comput. Graph. 2000 |
Rendering
global illumination |
0.0 | 1 | 2000 | Interactive Virtual Relighting of Real Scenes · IEEE Trans. Vis. Comput. Graph. 2000 |
Rendering › relighting
interactive relighting |
0.0 | 1 | 2000 | Interactive Virtual Relighting of Real Scenes · IEEE Trans. Vis. Comput. Graph. 2000 |
Virtual and augmented reality › mixed reality
mixed reality rendering |
0.0 | 1 | 2000 | Interactive Virtual Relighting of Real Scenes · IEEE Trans. Vis. Comput. Graph. 2000 |
Rendering › global illumination
radiosity |
0.0 | 1 | 2000 | Interactive Virtual Relighting of Real Scenes · IEEE Trans. Vis. Comput. Graph. 2000 |
Usability and user experience research › evaluation methodology
human-centered evaluation |
0.0 | 1 | 2003 | The CREATE Project: Mixed Reality for Design, Education, and Cultural Heritage with a Constructivist Approach · ISMAR 2003 |
Geometric modeling and processing › 3d reconstruction
3d scene reconstruction |
0.0 | 1 | 2000 | Interactive Virtual Relighting of Real Scenes · IEEE Trans. Vis. Comput. Graph. 2000 |
Methods — techniques the papers use, named apart from their topics
constructivist evaluation · 0.1vision-based reconstruction · 0.0hierarchical radiosity · 0.0
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | SAIL: Self-supervised Learning of Lighting-Invariant Representations from Real Images with Latent Diffusion
Hala Djeghim, Céline Loscos, Desire Sidibé |
WACV | 2 |
| 2023 | Evaluation of hybrid deep learning and optimization method for 3D human pose and shape reconstruction in simulated depth images
Stéphanie Prévost, Adnane Boukhayma, Eric Desjardin, Céline Loscos, Benoit Morisset, Franck Multon |
Comput. Graph. | 5 |
| 2016 | Robust motion flow for mesh tracking of freely moving actors
Ludovic Blache, Céline Loscos, Laurent Lucas |
Vis. Comput. | 2 |
| 2014 | Materiality maps: A novel scene-based framework for direct multi-view stereovision reconstructionabstractThis paper proposes a novel framework for multi-baseline stereovision exploiting the information redundancy to deal with known problems related to occluded regions. Inputs are multiple images shot or rectified in simplified geometry which induces a convenient sampling scheme of scene space: the disparity space. Instead of uniquely relying on image-space information like most multi-view stereovision methods, we work in this sampled scene space. We use fuzzy visibility reasoning and pixel neighborhood similarity measures in order to optimize fuzzy 3D discrete maps of materiality yielding precise reconstruction even in low texture and semi occluded regions. Our main contribution is to build on the disparity space to propose a new materiality map which locates the object surfaces within the actual scene. Muhannad Ismael, Stéphanie Prévost, Céline Loscos, Yannick Rémion |
ICIP | 3 |
| 2010 | Coherent radiance capture of scenes under changing illumination conditions for relighting applications
Katrien Jacobs, Anders Hjorth Nielsen, Jeppe Vesterbaek, Céline Loscos |
Vis. Comput. | 4 |
| 2007 | Expressing Complex Mental States Through Facial Expressions
Sylvia Xueni Pan, Marco Gillies, Tevfik Metin Sezgin, Céline Loscos |
ACII | 4 |
| 2006 | A versatile large-scale multimodal VR system for cultural heritage visualizationabstractWe describe the development and evaluation of a large-scale multimodal virtual reality simulation suitable for the visualization of cultural heritage sites and architectural planning. The system is demonstrated with a reconstruction of an ancient Greek temple in Messene that was created as part of a EU funded cultural heritage project (CREATE). The system utilizes a CAVE-like theatre consisting of head-tracked user localization, a haptic interface with two arms, and 3D sound. The haptic interface was coupled with a realistic physics engine allowing users to experience and fully appreciate the effort involved in the construction of architectural components and their changes through the ages. Initial user-based studies were carried out, to evaluate the usability and performance of the system. A simple task of stacking blocks was used to compare errors and timing in a haptics-enabled system with a haptics-disabled system. In addition, a qualitative study of the final system took place while it was installed in a museum. Chris G. Christou, Cameron Angus, Céline Loscos, Andrea Dettori, Maria Roussou |
VRST | 3 |
| 2006 | Classification of Illumination Methods for Mixed RealityabstractAbstract A mixed reality (MR) represents an environment composed both by real and virtual objects. MR applications are used more and more, for instance in surgery, architecture, cultural heritage, entertainment, etc. For some of these applications it is important to merge the real and virtual elements using consistent illumination. This paper proposes a classification of illumination methods for MR applications that aim at generating a merged environment in which illumination and shadows are consistent. Three different illumination methods can be identified: common illumination, relighting and methods based on inverse illumination. In this paper a classification of the illumination methods for MR is given based on their input requirements: the amount of geometry and radiance known of the real environment. This led us to define four categories of methods that vary depending on the type of geometric model used for representing the real scene, and the sdifferent radiance information available for each point of the real scene. Various methods are described within their category. The classification points out that in general the quality of the illumination interactions increases with the amount of input information available. On the other hand, the accessibility of the method decreases since its pre‐processing time increases to gather the extra information. Recent developed techniques managed to compensate unknown data with clever techniques using an iterative algorithm, hardware illumination or recent progress in stereovision. Finally, a review of illumination techniques for MR is given with a discussion on important properties such as the possibility of interactivity or the amount of complexity in the simulated illumination. Katrien Jacobs, Céline Loscos |
Comput. Graph. Forum | 2 |
| 2005 | Automatic generation of consistent shadows for augmented reality
Katrien Jacobs, Jean-Daniel Nahmias, Cameron Angus, Alex Reche Martinez, Céline Loscos, Anthony Steed |
Graphics Interface | 5 |
| 2003 | The CREATE Project: Mixed Reality for Design, Education, and Cultural Heritage with a Constructivist ApproachabstractThe global scope of the CREATE project is to develop a mixed-reality framework that enables highly interactive real-time construction and manipulation of photo-realistic, virtual worlds based on real data sources. This framework will be tested and applied to cultural heritage content in an educational context, as well as to the design and review of architectural/urban planning settings. The evaluation of the project is based on a human-centered, constructivist approach to working and learning, with special attention paid to the evaluation of the resulting mixed reality experience. Through this approach, participants in an activity "construct" their own knowledge by testing ideas and concepts based on their prior knowledge and experience, applying these to a new situation, and integrating the new knowledge gained with pre-existing intellectual constructs. CREATE project uses a high degree of interactivity, and includes provision for other senses (haptics and sound). The application developed in CREATE are designed to run on different platforms, and the targeted running systems are SGI and PC driven, with immersive stereo-displays such as a workbench, a ReaCTor (CAVE-like environment), and a wide projection screen. Céline Loscos, Hila Ritter Widenfeld, Maria Roussou, Alexandre Meyer, Franco Tecchia, George Drettakis, Emmanuel Gallo, Alex Reche Martinez, Nicolas Tsingos, Yiorgos Chrysanthou, Luc Robert, Massimo Bergamasco, Andrea Dettori, Souheil Soubra |
ISMAR | 1 |
| 2003 | Real-time reflection on moving vehicles in urban environmentsabstractIn the context of virtual reality, the simulation of complex environments with many animated objects is becoming more and more common. Virtual reality applications have always promoted the development of new efficient algorithms and image-based rendering techniques for real-time interaction. In this paper, we propose a technique which allows the real-time simulation in a city of the reflections of static geometry (eg. building) on specular dynamic objects (vehicles). For this, we introduce the idea of multiple environment maps. We pre-compute a set of reference environment maps at strategic positions in the scene, that are used at run time and for each visible dynamic object, to compute local environment maps by resampling images. To efficiently manage a small number of reference environment maps, compared to the scene dimension, for each vertex of the reconstructed environment we perform a ray tracing in a heightfield representation of the scene. We control the frame rate by adaptative reconstruction of environment maps. We have implemented this approach, and the results show that it is efficient and scalable to many dynamic objects while maintaining interactive frame rates. Alexandre Meyer, Céline Loscos |
VRST | 2 |
| 2002 | Visualizing Crowds in Real-TimeabstractAbstract Real‐time crowd visualization has recently attracted quite an interest from the graphics community and, asinteractive applications become even more complex, there is a natural demand for new and unexplored applicationscenarios. However, the interactive simulation of complex environments populated by large numbers of virtualcharacters is a composite problem which poses serious difficulties even on modern computer hardware. In thispaper we look at methods to deal with various aspects of crowd visualization, ranging from collision detectionand behaviour modeling to fast rendering with shadows and quality shading. These methods make extensive useof current graphics hardware capabilities with the aim of providing scalability without compromising run‐timespeed. Results from a system employing these techniques seem to suggest that simulations of reasonably complexenvironments populated with thousands of animated characters are possible in real‐time. ACM CSS: I.3.7 Three‐Dimensional Graphics and Realism—Animation Franco Tecchia, Céline Loscos, Yiorgos Chrysanthou |
Comput. Graph. Forum | 2 |
| 2001 | Real-time shadows for animated crowds in virtual citiesabstractIn this paper, we address the problem of shadow computation for large environments including thousands of dynamic objects. The method we propose is based on the assumption that the environment is 2.5D, which is often the case for virtual cities, thus avoiding complex visibility computation. We apply our method for virtual cities populated by thousands of walking humans, which we render with impostors, allowing real time simulation.In this paper, we treat the cases of shadows cast by buildings on humans, and by humans on the ground. To avoid 3D computation, we represent the shadows cast by buildings onto the environment with a 2.5D shadow map. When humans move, we quickly access the shadow information at the current location with a 2D grid. For each new position of a human, we compute its coverage by the shadow, and we render the shadow on top of the impostor with low cost using multi-texturing hardware. We also use the property of an impostor to display the shadow of humans on the ground plane, by projecting the impostor relatively to the light source.The method is currently limited to sharp shadows and a single light source. However approximations could be made to allow non-accurate soft-shadows. We show in the results that the computation of the shadows, as well as the display is done in real time, and that the method could be easily extended to real time moving light sources. Céline Loscos, Franco Tecchia, Yiorgos Chrysanthou |
VRST | 1 |
| 2000 | Interactive Virtual Relighting of Real ScenesabstractComputer augmented reality (CAR) is a rapidly emerging field which enables users to mix real and virtual worlds. Our goal is to provide interactive tools to perform common illumination, i.e., light interactions between real and virtual objects, including shadows and relighting (real and virtual light source modification). In particular, we concentrate on virtually modifying real light source intensities and inserting virtual lights and objects into a real scene; such changes can be very useful for virtual lighting design and prototyping. To achieve this, we present a three-step method. We first reconstruct a simplified representation of real scene geometry using semiautomatic vision-based techniques. With the simplified geometry, and by adapting recent hierarchical radiosity algorithms, we construct an approximation of real scene light exchanges. We next perform a preprocessing step, based on the radiosity system, to create unoccluded illumination textures. These replace the original scene textures which contained real light effects such as shadows from real lights. This texture is then modulated by a ratio of the radiosity (which can be changed) over a display factor which corresponds to the radiosity for which occlusion has been ignored. Since our goal is to achieve a convincing relighting effect, rather than an accurate solution, we present a heuristic correction process which results in visually plausible renderings. Finally, we perform an interactive process to compute new illumination with modified real and virtual light intensities. Céline Loscos, George Drettakis, Luc Robert |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 1997 | Interactive High-Quality Soft Shadows in Scenes with Moving ObjectsabstractInteractive rendering of soft shadows (or penumbra) in scenes with moving objects is a challenging problem. High quality walkthrough rendering of static scenes with penumbra can be achieved using pre‐calculated discontinuity meshes, which provide a triangulation well adapted to penumbral boundaries, and backprojections which provide exact illumination computation at vertices very efficiently. However, recomputation of the complete mesh and back‐projection structures at each frame is prohibitively expensive in environments with changing geometry. This recomputation would in any case be wasteful: only a limited part of these structures actually needs to be recalculated. We present a novel algorithm which uses spatial coherence of movement as well as the rich visibility information existing in the discontinuity mesh to avoid unnecessary recomputation after object motion. In particular we isolate all modifications required for the update of the discontinuity mesh by using an augmented spatial subdivision structure and we restrict intersections of discontinuity surfaces with the scene. In addition, we develop an algorithm which identifies visibility changes by exploiting information contained in the planar discontinuity mesh of each scene polygon, obviating the need for many expensive searches in 3D space. A full implementation of the algorithm is presented, which allows interactive updates of high‐quality soft shadows for scenes of moderate complexity. The algorithm can also be directly applied to global illumination. Céline Loscos, George Drettakis |
Comput. Graph. Forum | 1 |