Demo Data from VLDB 2026 / reviewers in the wild / expert
Gilles Debunne
dblp:99/204
· DBLP profile ↗
5ranked-venue papers
2as first author
0since 2021 · last 2003
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 5 · 2 first-authorHuman-computer interaction and ubiquitous computing · 2 · 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
1 paper |
Computer animation and physical simulation · 44% Rendering · 44% Virtual and augmented reality · 13% |
Topics — the 3 heaviest of 3, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Rendering › level of detail
adaptive level of detail |
0.0 | 1 | 2001 | Dynamic real-time deformations using space & time adaptive sampling · SIGGRAPH 2001 |
Computer animation and physical simulation
deformable body simulation |
0.0 | 1 | 2001 | Dynamic real-time deformations using space & time adaptive sampling · SIGGRAPH 2001 |
Virtual and augmented reality › haptics
haptic interaction |
0.0 | 1 | 2001 | Dynamic real-time deformations using space & time adaptive sampling · SIGGRAPH 2001 |
Methods — techniques the papers use, named apart from their topics
space and time adaptive sampling · 0.0green strain tensor · 0.0finite element method · 0.0
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2003 | Dynamic Canvas for Non-Photorealistic Walkthroughs
Matthieu Cunzi, Joëlle Thollot, Sylvain Paris, Gilles Debunne, Jean-Dominique Gascuel, Frédo Durand |
Graphics Interface | 4 |
| 2001 | Dynamic real-time deformations using space & time adaptive samplingabstractThis paper presents a robust, adaptive method for animating dynamic visco-elastic deformable objects that provides a guaranteed frame rate. Our approach uses a novel automatic space and time adaptive level of detail technique, in combination with a large-displacement (Green) strain tensor formulation. The body is partitioned in a non-nested multiresolution hierarchy of tetrahedral meshes. The local resolution is determined by a quality condition that indicates where and when the resolution is too coarse. As the object moves and deforms, the sampling is refined to concentrate the computational load into the regions that deform the most. Our model consists of a continuous differential equation that is solved using a local explicit finite element method. We demonstrate that our adaptive Green strain tensor formulation suppresses unwanted artifacts in the dynamic behavior, compared to adaptive mass-spring and other adaptive approaches. In particular, damped elastic vibration modes are shown to be nearly unchanged for several levels of refinement. Results are presented in the context of a virtual reality system. The user interacts in real-time with the dynamic object through the control of a rigid tool, attached to a haptic device driven with forces derived from the method. Gilles Debunne, Mathieu Desbrun, Marie-Paule Cani, Alan H. Barr |
SIGGRAPH | 1 |
| 2001 | Interactive animation of cloth-like objects in virtual realityabstractAbstract Modeling and animation of cloth have experienced important developments in recent years. As a consequence, complex textile models can be used to realistically drape objects or human characters in a fairly efficient way. However, real‐time realistic simulation remains a major challenge, even if applications are numerous, from rapid prototyping to e‐commerce. In this paper, we present a stable, real‐time algorithm for animating cloth‐like materials. Using a hybrid explicit/implicit algorithm, we perform fast and stable time integration of a physically based model with rapid collision detection and response, as well as wind or liquid drag effects to enhance realism. We demonstrate our approach through a series of examples in virtual reality environments, proving that real‐time animation of cloth, even on low‐end computers, is now achievable. Copyright © 2001 John Wiley & Sons, Ltd. Mark Meyer, Gilles Debunne, Mathieu Desbrun, Alan H. Barr |
Comput. Animat. Virtual Worlds | 2 |
| 2000 | Adaptive Simulation of Soft Bodies in Real-TimeabstractThis paper presents an adaptive technique to animate deformable bodies in real-time. Our method relies on mixed finite-volume/finite-element method applied to an arbitrary non-nested hierarchy of volumetric meshes. We achieve a guaranteed frame rate thanks to a innovative multi-resolution algorithm that locally refines of simplifies the simulated object in order to concentrate computation load where and when needed. Gilles Debunne, Mathieu Desbrun, Marie-Paule Cani, Alan H. Barr |
CA | 1 |
| 1999 | Computer animation of human walking: a surveyabstractThis paper surveys the set of techniques developed in computer graphics for animating human walking. First we focus on the evolution from purely kinematic ‘knowledge-based’ methods to approaches that incorporate dynamic constraints or use dynamic simulations to generate motion. Then we review the recent advances in motion editing that enable the control of complex animations by interactively blending and tuning synthetic or captured motions. Copyright © 1999 John Wiley & Sons, Ltd. Franck Multon, Laure France, Marie-Paule Cani, Gilles Debunne |
Comput. Animat. Virtual Worlds | 4 |