Sébastien Bougleux

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31ranked-venue papers
8as first author
9since 2021 · last 2026
0000-0002-4581-7570ORCID · verified

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Artificial intelligence and machine learning · 22 · 7 first-author · 4 since 2021Graphics, computer vision, multimedia, augmented reality and games · 17 · 5 first-author · 3 since 2021Databases, data management, data science and information retrieval · 4 · 3 since 2021
YearPublicationVenuePosition
2026 3DGeoMeshNet: A multi-scale graph auto-encoder for 3D mesh reconstruction and completion
abstract
We propose 3D Geometric Mesh Network (3DGeoMeshNet), a method for 3D mesh reconstruction and completion. 3DGeoMeshNet is a novel Graph Convolutional Network (GCN)-based framework that leverages anisotropic convolution layers to effectively learn multi-scale global and local features directly in the spatial domain. Unlike traditional approaches that convert meshes into voxel grids or point clouds, our method operates directly on the polygonal mesh structure, preserving geometric fidelity throughout the learning and reconstruction process. In addition to 3D mesh reconstruction, we extend our framework to tackle 3D mesh completion task, where missing or incomplete regions of the mesh are first accurately recovered. The completion results are further refined through a set of pre- and post-processing steps. We extensively evaluate our approach on two benchmark datasets, COMA and DFAUST, and achieve SOTA results for 3D mesh reconstruction on both datasets. Additionally, our mesh completion experiments on the COMA dataset demonstrate the promising capability of 3DGeoMeshNet in recovering incomplete geometries. We further showcase the versatility of our method through additional applications, including mesh denoising, interpolation, and extrapolation, highlighting the robustness and generalization ability of our framework across various 3D mesh processing tasks.
Saqib Nazir, Olivier Lézoray, Sébastien Bougleux
Neurocomputing3
2026 An evaluation framework for generative face-editing methods: Quality, identity and disentanglement
abstract
With the advent of deep generative models, there has been some recent interest in the manipulation of people’s facial features. This has many potential applications in fashion and biometrics. However, it is a complex task. Indeed, a modification of a given attribute should not have any effect on the others, identity should be preserved, and image quality should not be altered. So far, the evaluation of the proposed methods has been mostly qualitative, which is insufficient to demonstrate progress and performance. We propose a comprehensive evaluation framework to estimate the quality of facial attribute editing methods with respect to several criteria: image quality, effective modification of the targeted attribute, level of entanglement between attributes and identity preservation. Three generative models are used to demonstrate the proposed evaluation framework over three datasets and three editing methods, resulting in the analysis of over 29k generated images.
Lilian Bour, Sébastien Bougleux, Christophe Charrier, Olivier Lézoray
Signal Process. Image Commun.2
2025 Ensuring the Origin of Cytological Whole Slide Images Through Preparation and Scanner Detection
Paul Barthe, Romain Brixtel, Mathieu Fontaine 0001, Arnaud Renouf, Sébastien Bougleux, Olivier Lézoray
CAIP (2)5
2025 Self-Attention Based Multi-Scale Graph Auto-Encoder Network of 3D Meshes
abstract
3D meshes are fundamental data representations for capturing complex geometric shapes in computer vision and graphics applications. While Convolutional Neural Networks (CNNs) have excelled in structured data like images, extending them to irregular 3D meshes is challenging due to the non-Euclidean nature of the data. Graph Convolutional Networks (GCNs) offer a solution by applying convolutions to graph-structured data, but many existing methods rely on isotropic filters or spectral decomposition, limiting their ability to capture both local and global mesh features. In this paper, we introduce 3D Geometric Mesh Network (3DGeoMeshNet), a novel GCN-based framework that uses anisotropic convolution layers to effectively learn both global and local features directly in the spatial domain. Unlike previous approaches that convert meshes into intermediate representations like voxel grids or point clouds, our method preserves the original polygonal mesh format throughout the reconstruction process, enabling more accurate shape reconstruction. Our architecture features a multi-scale encoder-decoder structure, where separate global and local pathways capture both large-scale geometric structures and fine-grained local details. Extensive experiments on the COMA dataset containing human faces demonstrate the efficiency of 3DGeoMeshNet in terms of reconstruction accuracy.
Saqib Nazir, Olivier Lézoray, Sébastien Bougleux
IJCNN3
2022 A differentiable approximation for the Linear Sum Assignment Problem with Edition
abstract
Linear Sum Assignment Problem (LSAP) consists in mapping two sets of points of equal sizes according to a matrix encoding the cost of mapping each pair of points. The Linear Sum Assignment Problem with Edition (LSAPE) extends this problem by allowing the mapping of sets of different sizes and adding the possibility to reject some matchings. This problem is set up by a rectangular cost matrix whose last column and last line encode the costs of rejecting the match of an element of respectively the first and the second sets. LSAPE has been the workhorse of many fundamental graph problems such as graph edit distance, median graph computation or sub graph matching. LSAP may be solved using the Hungarian algorithm while an equivalent efficient discrete algorithm has been designed for LSAPE. However, while the Sinkhorn algorithm constitutes a continuous solver for LSAP, no such algorithm yet exists for LSAPE. This lack of solvers forbids the integration of LSAPE in Neural networks requiring continuous operations from the input to the final loss. This paper aims at providing such a solver, hence paving the way to an integration of LSAPE solvers in Neural Networks.
Luc Brun, Benoit Gaüzère, Guillaume Renton, Sébastien Bougleux, Florian Yger
ICPR4
2022 Enumerating dissimilar minimum cost perfect and error-correcting bipartite matchings for robust data matching
abstract
Matchings between objects from two datasets, domains, or ontologies have to be computed in various application scenarios. One often used meta-approach — which we call bipartite data matching — is to leverage domain knowledge for defining costs between the objects that should be matched, and to then use the classical Hungarian algorithm to compute a minimum cost bipartite matching. In this paper, we introduce and study the problem of enumerating K dissimilar minimum cost bipartite matchings. We formalize this problem, prove that it is NP-hard, and present heuristics based on greedy dynamic programming. The presented enumeration techniques are not only interesting in themselves, but also mitigate an often overlooked shortcoming of bipartite data matching, namely, that it is sensitive w. r. t. the storage order of the input data. Extensive experiments show that our enumeration heuristics clearly outperform existing algorithms in terms of dissimilarity of the obtained matchings, that they are effective at rendering bipartite data matching approaches more robust w. r. t. random storage order, and that they significantly improve the upper bounds of state-of-the art algorithms for graph edit distance computation that are based on bipartite data matching.
David B. Blumenthal, Sébastien Bougleux, Anton Dignös, Johann Gamper
Inf. Sci.2
2021 The Minimum Edit Arborescence Problem and Its Use in Compressing Graph Collections
Lucas Gnecco, Nicolas Boria, Sébastien Bougleux, Florian Yger, David B. Blumenthal
SISAP3
2021 Upper Bounding Graph Edit Distance Based on Rings and Machine Learning
abstract
The graph edit distance (GED) is a flexible distance measure which is widely used for inexact graph matching. Since its exact computation is [Formula: see text]-hard, heuristics are used in practice. A popular approach is to obtain upper bounds for GED via transformations to the linear sum assignment problem with error-correction (LSAPE). Typically, local structures and distances between them are employed for carrying out this transformation, but recently also machine learning techniques have been used. In this paper, we formally define a unifying framework LSAPE-GED for transformations from GED to LSAPE. We also introduce rings, a new kind of local structures designed for graphs where most information resides in the topology rather than in the node labels. Furthermore, we propose two new ring-based heuristics RING and RING-ML, which instantiate LSAPE-GED using the traditional and the machine learning-based approach for transforming GED to LSAPE, respectively. Extensive experiments show that using rings for upper bounding GED significantly improves the state of the art on datasets where most information resides in the graphs’ topologies. This closes the gap between fast but rather inaccurate LSAPE-based heuristics and more accurate but significantly slower GED algorithms based on local search.
David B. Blumenthal, Johann Gamper, Sébastien Bougleux, Luc Brun
Int. J. Pattern Recognit. Artif. Intell.3
2021 Scalable generalized median graph estimation and its manifold use in bioinformatics, clustering, classification, and indexing
abstract
In this paper, we present GMG-BCU — a local search algorithm based on block coordinate update for estimating a generalized median graph for a given collection of labeled or unlabeled input graphs. Unlike all competitors, GMG-BCU is designed for both discrete and continuous label spaces and can be configured to run in linear time w. r. t. the size of the graph collection whenever median node and edge labels are computable in linear time. These properties make GMG-BCU usable for applications such as differential microbiome data analysis, graph classification, clustering, and indexing. We also prove theoretical properties of generalized median graphs, namely, that they exist under reasonable assumptions which are met in almost all application scenarios, that they are in general non-unique, that they are NP-hard to compute and APX-hard to approximate, and that no polynomial α-approximation exists for any α unless the graph isomorphism problem is in P. Extensive experiments on six different datasets show that our heuristic GMG-BCU always outperforms the state of the art in terms of runtime or quality (on most datasets, both w. r. t. runtime and quality), that it is the only available heuristic which can cope with collections containing several thousands of graphs, and that it shows very promising potential when used for the aforementioned applications. GMG-BCU is freely available on GitHub: https://github.com/dbblumenthal/gedlib/.
David B. Blumenthal, Nicolas Boria, Sébastien Bougleux, Luc Brun, Johann Gamper, Benoit Gaüzère
Inf. Syst.3
2020 Learning Recurrent High-order Statistics for Skeleton-based Hand Gesture Recognition
abstract
High-order statistics have been proven useful in the framework of Convolutional Neural Networks (CNN) for a variety of computer vision tasks. In this paper, we propose to exploit high-order statistics in the framework of Recurrent Neural Networks (RNN) for skeleton-based hand gesture recognition. Our method is based on the Statistical Recurrent Units (SRU), an un-gated architecture that has been introduced as an alternative model for Long-Short Term Memory (LSTM) and Gate Recurrent Unit (GRU). The SRU captures sequential information by generating recurrent statistics that depend on a context of previously seen data and by computing moving averages at different scales. The integration of high-order statistics in the SRU significantly improves the performance of the original one, resulting in a model that is competitive to state-of-the-art methods on the Dynamic Hand Gesture (DHG) dataset, and outperforms them on the First-Person Hand Action (FPHA) dataset.
Xuan Son Nguyen, Luc Brun, Olivier Lézoray, Sébastien Bougleux
ICPR4
2020 Improved local search for graph edit distance
Nicolas Boria, David B. Blumenthal, Sébastien Bougleux, Luc Brun
Pattern Recognit. Lett.3
2020 Fast linear sum assignment with error-correction and no cost constraints
Sébastien Bougleux, Benoit Gaüzère, David B. Blumenthal, Luc Brun
Pattern Recognit. Lett.1
2020 Comparing heuristics for graph edit distance computation
David B. Blumenthal, Nicolas Boria, Johann Gamper, Sébastien Bougleux, Luc Brun
VLDB J.4
2019 A Neural Network Based on SPD Manifold Learning for Skeleton-Based Hand Gesture Recognition
abstract
This paper proposes a new neural network based on SPD manifold learning for skeleton-based hand gesture recognition. Given the stream of hand’s joint positions, our approach combines two aggregation processes on respectively spatial and temporal domains. The pipeline of our network architecture consists in three main stages. The first stage is based on a convolutional layer to increase the discriminative power of learned features. The second stage relies on different architectures for spatial and temporal Gaussian aggregation of joint features. The third stage learns a final SPD matrix from skeletal data. A new type of layer is proposed for the third stage, based on a variant of stochastic gradient descent on Stiefel manifolds. The proposed network is validated on two challenging datasets and shows state-of-the-art accuracies on both datasets.
Xuan Son Nguyen, Luc Brun, Olivier Lézoray, Sébastien Bougleux
CVPR4
2019 Skeleton-Based Hand Gesture Recognition by Learning SPD Matrices with Neural Networks
abstract
In this paper, we propose a new hand gesture recognition method based on skeletal data by learning SPD matrices with neural networks. We model the hand skeleton as a graph and introduce a neural network for SPD matrix learning, taking as input the 3D coordinates of hand joints. The proposed network is based on two newly designed layers that transform a set of SPD matrices into a SPD matrix. For gesture recognition, we train a linear SVM classifier using features extracted from our network. Experimental results on a challenging dataset (Dynamic Hand Gesture dataset from the SHREC 2017 3D Shape Retrieval Contest) show that the proposed method outperforms state-of-the-art methods.
Xuan Son Nguyen, Luc Brun, Olivier Lézoray, Sébastien Bougleux
FG4
2019 3D Colored Mesh Structure-Preserving Filtering with Adaptive P-Laplacian on Directed Graphs
abstract
Editing of 3D colored meshes represents a fundamental component of nowadays computer vision and computer graphics applications. In this paper, we propose a framework based on the p-laplacian on directed graphs for structure-preserving filtering. This relies on a novel objective function composed of a fitting term, a smoothness term with a spatially-variant pTV norm, and a structure-preserving term. The last two terms can be related to formulations of the p-Laplacian on directed graphs. This enables to impose different forms of processing onto different graph areas for better smoothing quality.
Sébastien Bougleux, Olivier Lézoray, Anass Nouri
ICIP1
2018 Quasimetric Graph Edit Distance as a Compact Quadratic Assignment Problem
abstract
The graph edit distance (GED) is a widely used distance measure for attributed graphs. It has recently been shown that the problem of computing GED, which is a NP-hard optimization problem, can be formulated as a quadratic assignment problem (QAP). This formulation is useful, since it allows to derive well performing approximative heuristics for GED from existing techniques for QAP. In this paper, we focus on the case where the edit costs that underlie GED are quasimetric. This is the case in many applications of GED. We show that, for quasimetric edit costs, it is possible to reduce the size of the corresponding QAP formulation. An empirical evaluation shows that this reduction significantly speeds up the QAP-based approximative heuristics for GED.
David B. Blumenthal, Évariste Daller, Sébastien Bougleux, Luc Brun, Johann Gamper
ICPR3
2018 Approximate Graph Edit Distance by Several Local Searches in Parallel
abstract
Solving or approximating the linear sum assignment problem (LSAP) is an important step of several constructive and local search strategies developed to approximate the graph edit distance (GED) of two attributed graphs, or more generally the solution to quadratic assignment problems. Constructive strategies find a first estimation of the GED by solving an LSAP. This estimation is then refined by a local search strategy. While these search strategies depend strongly on the initial assignment, several solutions to the linear problem usually exist. They are not taken into account to get better estimations. All the estimations of the GED based on an LSAP select randomly one solution. This paper explores the insights provided by the use of several solutions to an LSAP, refined in parallel by a local search strategy based on the relaxation of the search space, and conditional gradient descent. Other generators of initial assignments are also considered, approximate solutions to an LSAP and random assignments. Experimental evaluations on several datasets show that the proposed estimation is comparable to more global search strategies in a reduced computational time.
Évariste Daller, Sébastien Bougleux, Benoit Gaüzère, Luc Brun
ICPRAM2
2017 Graph edit distance contest: Results and future challenges
Zeina Abu-Aisheh, Benoit Gaüzère, Sébastien Bougleux, Jean-Yves Ramel, Luc Brun, Romain Raveaux, Pierre Héroux, Sébastien Adam
Pattern Recognit. Lett.3
2017 Graph edit distance as a quadratic assignment problem
Sébastien Bougleux, Luc Brun, Vincenzo Carletti, Pasquale Foggia, Benoit Gaüzère, Mario Vento
Pattern Recognit. Lett.1
2016 Graph edit distance as a quadratic program
abstract
The graph edit distance (GED) measures the amount of distortion needed to transform a graph into another graph. Such a distance, developed in the context of error-tolerant graph matching, is one of the most flexible tool used in structural pattern recognition. However, the computation of the exact GED is NP-complete. Hence several suboptimal solutions, such as the ones based on bipartite assignments with edition, have been proposed. In this paper we propose a binary quadratic programming problem whose global minimum corresponds to the exact GED. This problem is interpreted as a quadratic assignment problem (QAP) where some constraints have been relaxed. This allows to adapt the integer projected fixed point algorithm, initially designed for the QAP, to efficiently compute an approximate GED by finding an interesting local minimum. Experiments show that our method remains quite close to the exact GED for datasets composed of small graphs, while keeping low execution times on datasets composed of larger graphs.
Sébastien Bougleux, Benoit Gaüzère, Luc Brun
ICPR1
2015 Combination of Piecewise-Geodesic Paths for Interactive Segmentation
Julien Mille, Sébastien Bougleux, Laurent D. Cohen
Int. J. Comput. Vis.2
2013 Combination of paths for interactive segmentation
abstract
Active contours and minimal paths have been extensively studied theoretical tools for image segmentation. The recent geodesically linked active contour model, which basically consists in a set of vertices connected by paths of minimal cost, blend the bene ts of both concepts. This makes up a closed piecewise-smooth curve, over which an edge or region energy functional can be formulated. As an important shortcoming, the geodesically linked active contour model in its initial formulation does not guarantee the curve to be simple, consistent with respect to the purpose of segmentation. In this paper, we propose to extract a relevant contour from a set of possible paths, such that the resulting structure ts the image data and is simple. Toward this goal, we introduce a novel term to favor the simplicity of the generated contour, as well as a local search method to choose the best combination among possible paths.
Julien Mille, Sébastien Bougleux, Laurent D. Cohen
BMVC2
2012 Shape similarity based on combinatorial maps and a tree pattern kernel
Sébastien Bougleux, François-Xavier Dupé, Luc Brun, Benoit Gaüzère, Myriam Mokhtari
ICPR1
2010 Kernel-Based Implicit Regularization of Structured Objects
abstract
Weighted Graph regularization provides a rich framework that allows to regularize functions defined over the vertices of a weighted graph. Until now, such a framework has been only defined for real or multivalued functions hereby restricting the regularization framework to numerical data. On the other hand, several kernels have been defined on structured objects such as strings or graphs. Using definite positive kernels, each original object is associated by the ``kernel trick'' to one element of an Hilbert space. As a consequence, this paper proposes to extend the weighted graph regularization framework to objects implicitly defined by their kernel hereby performing the regularization within the Hilbert space associated to the kernel. This work opens the door to the regularization of structured objects.
François-Xavier Dupé, Sébastien Bougleux, Luc Brun, Olivier Lézoray, Abderrahim Elmoataz
ICPR2
2009 Image compression with anisotropic triangulations
abstract
We propose a new image compression method based on geodesic Delaunay triangulations. Triangulations are generated by a progressive geodesic meshing algorithm which exploits the anisotropy of images through a farthest point sampling strategy. This seeding is performed according to anisotropic geodesic distances which force the anisotropic Delaunay triangles to follow the geometry of the image. Geodesic computations are performed using a Riemannian Fast Marching, which recursively updates the geodesic distance to the seed points. A linear spline approximation on this triangulation allows to approximate faithfully sharp edges and directional features in images. The compression is achieved by coding both the coefficients of the spline approximation and the deviation of the geodesic triangulation from an Euclidean Delaunay triangulation. Numerical results show that taking into account the anisotropy improves the approximation by isotropic triangulations of complex images. The resulting encoder competes well with wavelet-based encoder such as JPEG-2000 on geometric images.
Sébastien Bougleux, Gabriel Peyré, Laurent D. Cohen
ICCV1
2009 Local and Nonlocal Discrete Regularization on Weighted Graphs for Image and Mesh Processing
Sébastien Bougleux, Abderrahim Elmoataz, Mahmoud Melkemi
Int. J. Comput. Vis.1
2008 Anisotropic Geodesics for Perceptual Grouping and Domain Meshing
Sébastien Bougleux, Gabriel Peyré, Laurent D. Cohen
ECCV (2)1
2008 Non-local Regularization of Inverse Problems
Gabriel Peyré, Sébastien Bougleux, Laurent D. Cohen
ECCV (3)2
2008 Nonlocal Discrete Regularization on Weighted Graphs: A Framework for Image and Manifold Processing
abstract
We introduce a nonlocal discrete regularization framework on weighted graphs of the arbitrary topologies for image and manifold processing. The approach considers the problem as a variational one, which consists of minimizing a weighted sum of two energy terms: a regularization one that uses a discrete weighted p-Dirichlet energy and an approximation one. This is the discrete analogue of recent continuous Euclidean nonlocal regularization functionals. The proposed formulation leads to a family of simple and fast nonlinear processing methods based on the weighted p-Laplace operator, parameterized by the degree p of regularity, the graph structure and the graph weight function. These discrete processing methods provide a graph-based version of recently proposed semi-local or nonlocal processing methods used in image and mesh processing, such as the bilateral filter, the TV digital filter or the nonlocal means filter. It works with equal ease on regular 2-D and 3-D images, manifolds or any data. We illustrate the abilities of the approach by applying it to various types of images, meshes, manifolds, and data represented as graphs.
Abderrahim Elmoataz, Olivier Lézoray, Sébastien Bougleux
IEEE Trans. Image Process.3
2007 Graph regularization for color image processing
Olivier Lézoray, Abderrahim Elmoataz, Sébastien Bougleux
Comput. Vis. Image Underst.3