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Claude Puech

dblp:p/ClaudePuech · DBLP profile ↗
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30ranked-venue papers
2as first author
0since 2021 · last 2013
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 12 · 1 first-authorTheory of computation · 12 · 1 first-authorHuman-computer interaction and ubiquitous computing · 6 · 1 first-authorDatabases, data management, data science and information retrieval · 5Applied, interdisciplinary, general and emerging computing · 1

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
12 papers
Rendering · 69% Visualization and visual analytics · 28% Geometric modeling and processing · 1%
Theoretical computer science
6 papers
Computational geometry · 100%
Databases, data mining, and information retrieval
4 papers
Indexing and storage engines · 50% Query processing and optimization · 20% Data models and query languages · 16%
Human-computer interaction and pervasive computing
1 paper
Interaction techniques and input · 100%

Topics — the 27 heaviest of 31, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Visualization and visual analytics
focus+context visualization
0.112012
JellyLens: content-aware adaptive lenses · UIST 2012
Rendering
visibility computation
0.152002
The 3D visibility complex · ACM Trans. Graph. 2002
Fast and accurate hierarchical radiosity using global visibility · ACM Trans. Graph. 1999
3D Visibility Made Visibly Simple: An Introduction to the Visibility Skeleton · SCG 1997
Rendering
global illumination
0.031999
Fast and accurate hierarchical radiosity using global visibility · ACM Trans. Graph. 1999
Radiosity in Flatland Made Visibly Simple: Using the Visibility Complex for Lighting Simulation of Dynamic Scenes in Flatland · SCG 1996
A general two-pass method integrating specular and diffuse reflection · SIGGRAPH 1989
Rendering › global illumination
radiosity
0.031999
Fast and accurate hierarchical radiosity using global visibility · ACM Trans. Graph. 1999
Radiosity in Flatland Made Visibly Simple: Using the Visibility Complex for Lighting Simulation of Dynamic Scenes in Flatland · SCG 1996
A general two-pass method integrating specular and diffuse reflection · SIGGRAPH 1989
Interaction techniques and input
visual search
0.012012
JellyLens: content-aware adaptive lenses · UIST 2012
Rendering
light transport
0.012002
The 3D visibility complex · ACM Trans. Graph. 2002
Computational geometry
spatial data structures
0.031997
Bucket-Like Space Partitioning Data Structures with Applications to Ray-Tracing · SCG 1997
The Analysis of Multidimensional Searching in Quad-Trees · SODA 1991
Quadtrees, octrees, hyperoctrees: a unified analytical approach to tree data structures used in graphics, geometric modeling and image processing · SCG 1985
Rendering
visibility culling
0.012000
Conservative visibility preprocessing using extended projections · SIGGRAPH 2000
Rendering › visibility computation
visibility preprocessing
0.012000
Conservative visibility preprocessing using extended projections · SIGGRAPH 2000
Rendering › global illumination › radiosity
hierarchical radiosity
0.011999
Fast and accurate hierarchical radiosity using global visibility · ACM Trans. Graph. 1999
Rendering › global illumination
discontinuity meshing
0.011997
The visibility skeleton: a powerful and efficient multi-purpose global visibility tool · SIGGRAPH 1997
Rendering
ray tracing
0.011997
Bucket-Like Space Partitioning Data Structures with Applications to Ray-Tracing · SCG 1997
Computational geometry › visibility
visibility complex
0.011995
The Visibility Complex Made Visibly Simple: An Introduction to 2D Structures of Visibility · SCG 1995
Computational geometry › spatial data structures
quadtree
0.021991
The Analysis of Multidimensional Searching in Quad-Trees · SODA 1991
Quadtrees, octrees, hyperoctrees: a unified analytical approach to tree data structures used in graphics, geometric modeling and image processing · SCG 1985
Computational geometry › range searching
multidimensional search
0.011991
The Analysis of Multidimensional Searching in Quad-Trees · SODA 1991
Indexing and storage engines › multidimensional indexing
multidimensional tree structures
0.021986
Partial match retrieval of multidimensional data · J. ACM 1986
Tree Structures for Partial Match Retrieval · FOCS 1983
Indexing and storage engines
partial match retrieval
0.021986
Partial match retrieval of multidimensional data · J. ACM 1986
Tree Structures for Partial Match Retrieval · FOCS 1983
Query processing and optimization
cardinality estimation
0.011989
On the Effects of Join Operations on Relation Sizes · ACM Trans. Database Syst. 1989
Computer animation and physical simulation › natural phenomena simulation
plant development simulation
0.011988
Plant models faithful to botanical structure and developmentr · SIGGRAPH 1988
Indexing and storage engines › multidimensional indexing
k-d tree
0.011986
Partial match retrieval of multidimensional data · J. ACM 1986
Data models and query languages
multidimensional data
0.011986
Partial match retrieval of multidimensional data · J. ACM 1986
Indexing and storage engines › string indexing
trie index
0.011986
Partial match retrieval of multidimensional data · J. ACM 1986
Data models and query languages
relational algebra
0.011984
Relational Algebra Operations and Sizes of Relations · ICALP 1984
Query processing and optimization › query execution
relational operators
0.011984
Relational Algebra Operations and Sizes of Relations · ICALP 1984
Indexing and storage engines
external memory data structure
0.011986
Partial match retrieval of multidimensional data · J. ACM 1986
Image and video processing
image representation
0.011985
Quadtrees, octrees, hyperoctrees: a unified analytical approach to tree data structures used in graphics, geometric modeling and image processing · SCG 1985
Computational geometry › geometric data structures
multidimensional data structures
0.011983
Tree Structures for Partial Match Retrieval · FOCS 1983

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

controlled experiment · 0.3worst-case complexity analysis · 0.0recursive bucket sort · 0.0output-sensitive construction · 0.0projection operator · 0.0occlusion maps · 0.0form-factor computation · 0.0discontinuity meshing · 0.0uniform grids · 0.0ray casting · 0.0line/plane intersection · 0.0average-case analysis · 0.0probabilistic estimation · 0.0generating function approach · 0.0expected cost analysis · 0.0mellin integral transform · 0.0differential system analysis · 0.0contour integration · 0.0
YearPublicationVenuePosition
2013 Drilling into complex 3D models with gimlenses
abstract
Complex 3D virtual scenes such as CAD models of airplanes and representations of the human body are notoriously hard to visualize. Those models are made of many parts, pieces and layers of varying size, that partially occlude or even fully surround one another. We introduce Gimlenses, a multi-view, detail-in-context visualization technique that enables users to navigate complex 3D models by interactively drilling holes into their outer layers to reveal objects that are buried, possibly deep, into the scene. Those holes get constantly adjusted so as to guarantee the visibility of objects of interest from the parent view. Gimlenses can be cascaded and constrained with respect to one another, providing synchronized, complementary viewpoints on the scene. Gimlenses enable users to quickly identify elements of interest, get detailed views of those elements, relate them, and put them in a broader spatial context.
Cyprien Pindat, Emmanuel Pietriga, Olivier Chapuis, Claude Puech
VRST4
2012 JellyLens: content-aware adaptive lenses
abstract
Focus+context lens-based techniques smoothly integrate two levels of detail using spatial distortion to connect the magnified region and the context. Distortion guarantees visual continuity, but causes problems of interpretation and focus targeting, partly due to the fact that most techniques are based on statically-defined, regular lens shapes, that result in far-from-optimal magnification and distortion. JellyLenses dynamically adapt to the shape of the objects of interest, providing detail-in-context visualizations of higher relevance by optimizing what regions fall into the focus, context and spatially-distorted transition regions. This both improves the visibility of content in the focus region and preserves a larger part of the context region. We describe the approach and its implementation, and report on a controlled experiment that evaluates the usability of JellyLenses compared to regular fisheye lenses, showing clear performance improvements with the new technique for a multi-scale visual search task.
Cyprien Pindat, Emmanuel Pietriga, Olivier Chapuis, Claude Puech
UIST4
2002 The 3D visibility complex
abstract
Visibility problems are central to many computer graphics applications. The most common examples include hidden-part removal for view computation, shadow boundaries, mutual visibility of objects for lighting simulation. In this paper, we present a theoretical study of 3D visibility properties for scenes of smooth convex objects. We work in the space of light rays, or more precisely, ofmaximal free segments. We group segments that "see" the same object; this defines the3D visibility complex. The boundaries of these groups of segments correspond to thevisual eventsof the scene (limits of shadows, disappearance of an object when the viewpoint is moved, etc.). We provide a worst case analysis of the complexity of the visibility complex of 3D scenes, as well as a probabilistic study under a simple assumption for "normal" scenes. We extend the visibility complex to handle temporal visibility. We give an output-sensitive construction algorithm and present applications of our approach.
Frédo Durand, George Drettakis, Claude Puech
ACM Trans. Graph.3
2000 Conservative visibility preprocessing using extended projections
abstract
Visualization of very complex scenes can be significantly accelerated using occlusion culling. In this paper we present a visibility preprocessing method which efficiently computes potentially visible geometry for volumetric viewing cells. We introduce novel extended projection operators, which permits efficient and conservative occlusion culling with respect to all viewpoints within a cell, and takes into account the combined occlusion effect of multiple occluders. We use extended projection of occluders onto a set of projection planes to create extended occlusion maps; we show how to efficiently test occludees against these occlusion maps to determine occlusion with respect to the entire cell. We also present an improved projection operator for certain specific but important configurations. An important advantage of our approach is that we can re-project extended projections onto a series of projection planes (via an occlusion sweep), and accumulate occlusion information from multiple blockers. This new approach allows the creation of effective occlusion maps for previously hard-to-treat scenes such as leaves of trees in a forest. Graphics hardware is used to accelerate both the extended projection and reprojection operations. We present a complete implementation demonstrating significant speedup with respect to view-frustum culling only, without the computational overhead of on-line occlusion culling.
Frédo Durand, George Drettakis, Joëlle Thollot, Claude Puech
SIGGRAPH4
1999 Fast and accurate hierarchical radiosity using global visibility
abstract
Recent hierarchical global illumination algorithms permit the generation of images with a high degree of realism. Nonetheless, appropriate refinement of light transfers, high quality meshing, and accurate visibility calculation can be challenging tasks. This is particularly true for scenes containing multiple light sources and scenes lit mainly by indirect light. We present solutions to these problems by extending a global visibility data structure, the Visibility Skeleton. This extension allows us to calculate exact point-to-polygon form-factors at vertices created by subdivision. The structures also provides visibility information for all light interactions, allowing intelligent refinement strategies. High-quality meshing is effected based on a perceptualy based ranking strategy which results in appropriate insertions of discontinuity curves into the meshes representing illumination. We introduce a hierarchy of triangulations that allows the generation of a hierarchical radiosity solution using accurate visibility and meshing. Results of our implementation show that our new algorithm produces high quality view-independent lighting solutions for direct illumination, for scenes with multiple lights and also scenes lit mainly by indirect illumination.
Frédo Durand, George Drettakis, Claude Puech
ACM Trans. Graph.3
1997 Bucket-Like Space Partitioning Data Structures with Applications to Ray-Tracing
abstract
Data structures baaed on uniform subdivisions of the space ---&o known as bucketing-have the nice properties that they can be walked through very easily and can provide neighborhood relations at low cost.For data sets which are uniformly scattered in 2D or 3D space, this makes the imple- mentation of algorithms such as ray tracing, nearest neighbors computation or Delaunay triangulation almost trivial.But should the processed data set admit dense clusters, the spatial partitioning does not result in data partitioning so that the performzmces are collapsing.Although it has been known for a long time in dimension one that recursive bucket-sort admits a linear complexity for a wide rage of probability densities, recursive bucketlike data structures have not received any attention in the computational geometry community.It has been observed in computer graphics that these were the fastest to ray-trace, but the question of understanding why they are not just another space partitioning data structure but rather the only data structure that succeeds in capturing the probabilistic properties of data distribution remains open.This paper is a first step in this direction and investigates hierarchical recursive and non recursive data structures for ray-tracing.First, we show that precisely analyzing an optimized ray-tracer is a difficult task due to the context sensitivity of the calls costs of the functions called most often.Second, we exhibit statistics showing that if uniform grids are definitely not the right data structure to use for non-uniform dktributions, recursive grids are very good at handling such distributions.Third, we present several improvements of the Hierarchy of Uniform Grids data structure, which result for the best cases in running times improved by up to a factor three with reference to the previously best known solution.
Frédéric Cazals, Claude Puech
SCG2
1997 3D Visibility Made Visibly Simple: An Introduction to the Visibility Skeleton
abstract
No abstract available.
Frédo Durand, George Drettakis, Claude Puech
SCG3
1997 The visibility skeleton: a powerful and efficient multi-purpose global visibility tool
abstract
Many problems in computer graphics and computer vision require accurate global visibility information.Previous approaches have typically been complicated to implement and numerically unstable, and often too expensive in storage or computation.The Visibility Skeleton is a new powerful utility which can efficiently and accurately answer visibility queries for the entire scene.The Visibility Skeleton is a multi-purpose tool, which can solve numerous different problems.A simple construction algorithm is presented which only requires the use of well known computer graphics algorithmic components such as ray-casting and line/plane intersections.We provide an exhaustive catalogue of visual events which completely encode all possible visibility changes of a polygonal scene into a graph structure.The nodes of the graph are extremal stabbing lines, and the arcs are critical line swaths.Our implementation demonstrates the construction of the Visibility Skeleton for scenes of over a thousand polygons.We also show its use to compute exact visible boundaries of a vertex with respect to any polygon in the scene, the computation of global or on-the-fly discontinuity meshes by considering any scene polygon as a source, as well as the extraction of the exact blocker list between any polygon pair.The algorithm is shown to be manageable for the scenes tested, both in storage and in computation time.To address the potential complexity problems for large scenes, on-demand or lazy contruction is presented, its implementation showing encouraging first results.
Frédo Durand, George Drettakis, Claude Puech
SIGGRAPH3
1996 Radiosity in Flatland Made Visibly Simple: Using the Visibility Complex for Lighting Simulation of Dynamic Scenes in Flatland
abstract
No abstract available.
Frédo Durand, Rachel Orti, Stéphane Rivière, Claude Puech
SCG4
1996 Radiosity for Dynamic Scenes in Flatland with the Visibility Complex
abstract
Abstract The radiosity method is particularly suitable for global illumination calculations in static environments. Nonetheless, recent applications of image synthesis such as architectural simulation or lighting design require the ability to modify environments. Previous methods have attempted to deal with dynamic environments (environments where the geometry, the material properties, etc., can change)but still suffer some limitations in the case of moving objects. One of the main problems remaining is the efficient and accurate detection of which form factors must really be recomputed, since their calculation is the most time‐consuming part of the radiosity method. To correctly understand and solve this problem, we start with a method in 2D for polygonal scenes using the visibility complex. It is a powerful data structure representing the visibility relationships between objects in the plane. We have developed and implemented an algorithm which uses this structure to efficiently compute the discontinuity mesh and the form factors for static scenes. We also propose an extension to our algorithm to efficiently update only the modified form factors when an object is moving. This approach enhances our understanding and will hopefully lead to efficient solutions in 3D.
Rachel Orti, Stéphane Rivière, Frédo Durand, Claude Puech
Comput. Graph. Forum4
1996 Physically-Based Deformations Constrained in Displacements and Volume
abstract
Abstract: This paper presents a method of constraining physically‐based deformable objects. In this method, an object can be defined locally in terms of kinetic and dynamic (mass, position, speed), and physical parameters (compressibility, elasticity, motor functioning). Several problems are solved: constant volume deformation, displacement constraints (fixed or moving required positions), and real object modelling. An object is described by a set of mass points on its contour. The evolution algorithm runs in two phases dealing successively with forces and constraints (which are presented as reaction forces). The main contribution of the method is the control of object volumes during evolution. We define a function that explicitly gives the inside volume of an object in order to use it as a constraint. Thus, the volume can be kept exactly constant during deformation without using an iterative process, in opposition to lagrangian approaches. Some results are illustrated by examples at the end of the paper.
Emmanuel Promayon, Pierre Baconnier, Claude Puech
Comput. Graph. Forum3
1995 The Visibility Complex Made Visibly Simple: An Introduction to 2D Structures of Visibility
abstract
No abstract available.
Frédo Durand, Claude Puech
SCG2
1995 Filtering, Clustering and Hierarchy Construction: a New Solution for Ray-Tracing Complex Scenes
abstract
Abstract Data structures that handle very complex scenes (hundreds of thousands of objects) have in the past either been laboriously built by hand, or have required the determination of unintuitive parameter values by the user. It is often the case that an incorrect choice of these parameters can result in greedy memory requirements or severely degraded performance. As a remedy to this problem we propose a new data structure which is fully automatic since it does not require the user to determine any input parameters. The structure is built by first filtering the input objects by size, subsequently applying a clustering step to objects of the same size and finally building a hierarchy of uniform grids . We then show that this data structure can be efficiently constructed. The implementation of the shows that the new structure is stable since it's memory requirements grow linearly with the size of the scene, and that it presents a satisfactory compromise between memory usage and computational efficiency. A detailed comparison with previous data structures is also presented in the results.
Frédéric Cazals, George Drettakis, Claude Puech
Comput. Graph. Forum3
1993 Analytic Variations on Quadtrees
Philippe Flajolet, Gaston H. Gonnet, Claude Puech, John Michael Robson
Algorithmica3
1991 The Analysis of Multidimensional Searching in Quad-Trees
Philippe Flajolet, Gaston H. Gonnet, Claude Puech, John Michael Robson
SODA3
1991 A modelling system for complex deformable bodies suited to animation and collision processing
abstract
Abstract We propose an integrated set of methods for designing and animating bodies whose deformable flesh coats an articulated skeleton. The proposed methods provide good automatic positioning of the ‘skin’ after movements, and automatic deformation after collisions with rigid or deformable objects (dynamic or static). The response to collisions includes a feedback from the flesh to the skeleton, whose movement is adequately modified. Moreover, coating the skeleton gives an easy solution to closed loop collisions and angle constraints control. Our model is modular and gives some high level control to the user.
Marie-Paule Cani, Anne Verroust-Blondet, Claude Puech
Comput. Animat. Virtual Worlds3
1990 Improving interaction with radiosity-based lighting simulation programs
abstract
We describe the main algorithms used in an interactive lighting simulation program based on a two-pass extension of the radiosity method. The system allows interactive walk-through as other systems based on radiosity calculations. Moreover, it offers increased realism in the lighting effects by use of extended form factors which accounts for "specular reflection of diffuse light", fast production and display of progressively refined images by distribution of the calculations, good quality of the images in the early stages of the refinement by the use of "hardware light sources", "cheap" rendering of some of the specular highlights at any time by use of the built-in specular shading model, lighting modification (color, intensity of the light sources) by use of "negative light", fast simulation of mirror effects and interactive tools for controling the quality of the final image.
Claude Puech, François X. Sillion, Christophe Vedel
I3D1
1989 A general two-pass method integrating specular and diffuse reflection
abstract
We analyse some recent approaches to the global illumination problem by introducing the corresponding reflection operators, and we demonstrate the advantages of a two-pass method. A generalization of the system introduced by Wallace et al. at Siggraph '87 to integrate diffuse as well as specular effects is presented. It is based on the calculation of extended form-factors, which allows arbitrary geometries to be used in the scene description, as well as refraction effects. We also present a new sampling method for the calculation of form-factors, which is an alternative to the hemi-cube technique introduced by Cohen and Greenberg for radiosity calculations. This method is particularly well suited to the extended form-factors calculation. The problem of interactive display of the picture being created is also addressed by using hardware-assisted projections and image composition to recreate a complete specular view of the scene.
François X. Sillion, Claude Puech
SIGGRAPH2
1989 On the Performance of Orthogonal Range Queries in Multiattribute and Doubly Chained Trees
Danièle Gardy, Philippe Flajolet, Claude Puech
WADS3
1989 Average cost of orthogonal range queries in multiattribute trees
Danièle Gardy, Philippe Flajolet, Claude Puech
Inf. Syst.3
1989 On the Effects of Join Operations on Relation Sizes
abstract
We propose a generating function approach to the problem of evaluating the sizes of derived relations in a relational database framework. We present a model of relations and show how to use it to deduce probabilistic estimations of derived relation sizes. These are found to asymptotically follow normal distributions under a variety of assumptions.
Danièle Gardy, Claude Puech
ACM Trans. Database Syst.2
1988 Plant models faithful to botanical structure and developmentr
abstract
Some very impressive results have been obtained in the past few years in plants and trees image synthesis. Some algorithms are largely based on the irregularity and fuzziness of the objects, and use fractals, graftals or particle systems. Others focus on the branching pattern of the trees with emphasis on morphology. Our concern here is the faithfulness of the models to the botanical nature of trees and plants. We present a model which integrates botanical knowledge of the architecture of the trees: how they grow, how they occupy space, where and how leaves, flowers or fruits are located, etc. The very first interest of the model we propose is its great richness: the same procedural methods can produce "plants" as different as weeping willows, fir trees, cedar trees, frangipani trees, poplars, pine trees, wild cherry trees, herbs, etc. Another very important benefit one can derive from the model is the integration of time which enables viewing the aging of a tree (possibility to get different pictures of the same tree at different ages, accurate simulation of the death of leaves and branches for example). The ease to integrate physical parameters such as wind, the incidence of factors such as insects attacks, use of fertilizers, plantation density, and so on makes it a useful tool for agronomy or botany.
Philippe de Reffye, Claude Edelin, Jean Françon, Marc Jaeger 0002, Claude Puech
SIGGRAPH5
1987 Average Efficiency of Data Structures for Binary Image Processing
Claire Mathieu, Claude Puech, Hossein Yahia
Inf. Process. Lett.2
1986 The analysis of simple list structures
Philippe Flajolet, Claude Puech, Jean Vuillemin
Inf. Sci.2
1986 Partial match retrieval of multidimensional data
abstract
A precise analysis of partial match retrieval of multidimensional data is presented. The structures considered here are multidimensional search trees ( k -d-trees) and digital tries ( k -d-tries), as well as structures designed for efficient retrieval of information stored on external devices. The methods used include a detailed study of a differential system around a regular singular point in conjunction with suitable contour integration techniques for the analysis of k -d-trees, and properties of the Mellin integral transform for k -d-tries and extendible cell algorithms.
Philippe Flajolet, Claude Puech
J. ACM2
1985 Quadtrees, octrees, hyperoctrees: a unified analytical approach to tree data structures used in graphics, geometric modeling and image processing
Claude Puech, Hossein Yahia
SCG1
1984 Relational Algebra Operations and Sizes of Relations
Danièle Gardy, Claude Puech
ICALP2
1984 On the sizes of projections: a generating function approach
Danièle Gardy, Claude Puech
Inf. Syst.2
1983 Tree Structures for Partial Match Retrieval
abstract
This paper describes general evaluation methods for "partial-match retrieval" in multikey record files. An expected cost analysis is given for some of the major multidimensional tree structures which have been proposed in the data base and graphics literature.
Philippe Flajolet, Claude Puech
FOCS2
1982 Probabilistic analysis of the subset-sum problem
Gianfranco d'Atri, Claude Puech
Discret. Appl. Math.2