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Jérémie Allard

dblp:04/2457 · DBLP profile ↗
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16ranked-venue papers
8as first author
0since 2021 · last 2014
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 9 · 4 first-authorApplied, interdisciplinary, general and emerging computing · 5Systems, architecture and hardware · 4 · 2 first-authorHuman-computer interaction and ubiquitous computing · 3 · 3 first-authorComputer networks · 1 · 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
3 papers
Computer animation and physical simulation · 77% Virtual and augmented reality · 23%
Computer architecture, parallel and distributed computing, and storage systems
2 papers
Distributed systems · 55% Performance modeling and evaluation · 29% High-performance computing · 16%

Topics — the 6 heaviest of 7, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computer animation and physical simulation
contact simulation
0.112010
Volume contact constraints at arbitrary resolution · ACM Trans. Graph. 2010
Computer animation and physical simulation
deformable body simulation
0.112010
Volume contact constraints at arbitrary resolution · ACM Trans. Graph. 2010
Computer animation and physical simulation › contact simulation
frictional contact
0.112010
Volume contact constraints at arbitrary resolution · ACM Trans. Graph. 2010
Virtual and augmented reality
immersive interaction
0.122006
Distributed Physical Based Simulations for Large VR Applications · VR 2006
Net Juggler: Running VR Juggler with Multiple Displays on a Commodity Component Cluster · VR 2002
Performance modeling and evaluation › simulation › parallel and distributed simulation
parallel simulation
0.012006
Distributed Physical Based Simulations for Large VR Applications · VR 2006
High-performance computing › cluster computing
commodity cluster
0.012002
Net Juggler: Running VR Juggler with Multiple Displays on a Commodity Component Cluster · VR 2002

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

bounding volume routing · 0.1asynchronous data re-sampling · 0.1projected gauss-seidel · 0.1linear complementarity · 0.1GPU · 0.1VR Juggler · 0.1dataflow model · 0.1data-flow model · 0.1
YearPublicationVenuePosition
2014 Real-time simulation of contact and cutting of heterogeneous soft-tissues
Hadrien Courtecuisse, Jérémie Allard, Pierre Kerfriden, Stéphane P. A. Bordas, Stephane Cotin, Christian Duriez
Medical Image Anal.2
2013 Simulation of Lipofilling Reconstructive Surgery Using Coupled Eulerian Fluid and Deformable Solid Models
Vincent Majorczyk, Stephane Cotin, Christian Duriez, Jérémie Allard
MICCAI (3)4
2011 Preconditioner-Based Contact Response and Application to Cataract Surgery
Hadrien Courtecuisse, Jérémie Allard, Christian Duriez, Stephane Cotin
MICCAI (1)2
2011 Interactive blood-coil simulation in real-time during aneurysm embolization
Yiyi Wei, Stephane Cotin, Jérémie Allard, Chunhong Pan, Songde Ma
Comput. Graph.3
2010 Multi-GPU and Multi-CPU Parallelization for Interactive Physics Simulations
Everton Hermann, Bruno Raffin, François Faure, Jérémie Allard
Euro-Par (2)5
2010 Volume contact constraints at arbitrary resolution
abstract
We introduce a new method for simulating frictional contact between volumetric objects using interpenetration volume constraints. When applied to complex geometries, our formulation results in dramatically simpler systems of equations than those of traditional mesh contact models. Contact between highly detailed meshes can be simplified to a single unilateral constraint equation, or accurately processed at arbitrary geometry-independent resolution with simultaneous sticking and sliding across contact patches. We exploit fast GPU methods for computing layered depth images, which provides us with the intersection volumes and gradients necessary to formulate the contact equations as linear complementarity problems. Straightforward and popular numerical methods, such as projected Gauss-Seidel, can be used to solve the system. We demonstrate our method in a number of scenarios and present results involving both rigid and deformable objects at interactive rates.
Jérémie Allard, François Faure, Hadrien Courtecuisse, Florent Falipou, Christian Duriez, Paul G. Kry
ACM Trans. Graph.1
2009 Parallel Dense Gauss-Seidel Algorithm on Many-Core Processors
abstract
The Gauss-Seidel method is very efficient for solving problems such as tightly-coupled constraints with possible redundancies. However, the underlying algorithm is inherently sequential. Previous works have exploited sparsity in the system matrix to extract parallelism. In this paper, we propose to study several parallelization schemes for fully-coupled systems, unable to be parallelized by existing methods, taking advantage of recent many-cores architectures offering fast synchronization primitives. Experimental results on both multi-core CPUs and recent GPUs show that our proposed method is able to fully exploit the available units, whereas trivial parallel algorithms often fail. This method is illustrated by an application in medical intervention planning, where it is used to solve a linear complementary problem (LCP) expressing the contacts applied to a deformable body.
Hadrien Courtecuisse, Jérémie Allard
HPCC2
2009 Toward Real-Time Simulation of Blood-Coil Interaction during Aneurysm Embolization
Yiyi Wei, Stephane Cotin, Jérémie Allard, Chunhong Pan, Songde Ma
MICCAI (1)4
2007 Real-Time Modeling of Vascular Flow for Angiography Simulation
Xunlei Wu, Jérémie Allard, Stephane Cotin
MICCAI (1)2
2006 The GrImage Platform: A Mixed Reality Environment for Interactions
abstract
In this paper, we present a scalable architecture to compute, visualize and interact with 3D dynamic models of real scenes. This architecture is designed for mixed reality applications requiring such dynamic models, tele-immersion for instance. Our system consists in 3 main parts: the acquisition, based on standard firewire cameras; the computation, based on a distribution scheme over a cluster of PC and using a recent shape-from-silhouette algorithm which leads to optimally precise 3D models; the visualization, which is achieved on a multiple display wall. The proposed distribution scheme ensures scalability of the system and hereby allows control over the number of cameras used for acquisition, the frame-rate, or the number of projectors used for high resolution visualization. To our knowledge this is the first completely scalable vision architecture for real time 3D modeling, from acquisition to visualization through computation. Experimental results show that this framework is very promising for real time 3D interactions.
Jérémie Allard, Jean-Sébastien Franco, Clément Ménier, Edmond Boyer, Bruno Raffin
ICVS1
2006 Distributed Physical Based Simulations for Large VR Applications
abstract
We present a novel software framework for developing highly animated virtual reality applications. Using a modular application design, our goal is to alleviate software engineering issues while yielding efficient execution on parallel machines. We target worlds involving numerous animated objects managed by physical based simulations. Mixing rigid objects, fluids, mass-spring or other deformable objects leads to complex interactions between them. Today no unified simulation algorithm with a reasonable complexity is available to manage all these types of objects. We propose a framework for coupling and distributing existing algorithms. We reuse and extend the data-flow model where an application is built from modules exchanging data through connections. The model relies on two main classes of modules, animators and interactors. Animators are responsible for updating objects’ states from forces applied to them. These forces are computed in parallel by interactors using the objects’ states they receive from animators. The network interconnecting modules can be progressively optimized. From a simple fully connected network enforcing a synchronous semantics, it can evolve towards an active network able to implement a bounding volume based dynamic routing or an asynchronous data re-sampling. As a result, we present an application managing interactions between rigid objects, mass-spring objects and a fluid. It is executed in real-time on a 54 processors cluster driving 5 cameras and 16 projectors for user interactions.
Jérémie Allard, Bruno Raffin
VR1
2005 A Shader-Based Parallel Rendering Framework
abstract
Existing parallel or remote rendering solutions rely on communicating pixels, OpenGL commands, scene-graph changes or application-specific data. We propose an intermediate solution based on a set of independent graphics primitives that use hardware shaders to specify their visual appearance. Compared to an OpenGL based approach, it reduces the complexity of the model by eliminating most fixed function parameters while giving access to the latest functionalities of graphics cards. It also suppresses the OpenGL state machine that creates data dependencies making primitive re-scheduling difficult. Using a retained-mode communication protocol transmitting changes between each frame, combined with the possibility to use shaders to implement interactive data processing operations instead of sending final colors and geometry, we are able to optimize the network load. High level information such as bounding volumes is used to setup advanced schemes where primitives are issued in parallel, routed according to their visibility, merged and re-ordered when received for rendering. Different optimization algorithms can be efficiently implemented, saving network bandwidth or reducing texture switches for instance. We present performance results based on two VTK applications, a parallel iso-surface extraction and a parallel volume renderer. We compare our approach with Chromium. Results show that our approach leads to significantly better performance and scalability, while offering easy access to hardware accelerated rendering algorithms.
Jérémie Allard, Bruno Raffin
IEEE Visualization1
2004 FlowVR: A Middleware for Large Scale Virtual Reality Applications
Jérémie Allard, Valérie Gouranton, Loïck Lecointre, Sébastien Limet, Bruno Raffin, Sophie Robert 0001
Euro-Par1
2003 Coupling Parallel Simulation and Multi-display Visualization on a PC Cluster
Jérémie Allard, Bruno Raffin, Florence Zara
Euro-Par1
2002 A User Level Framework for Ad Hoc Routing
abstract
The availability of inexpensive wireless networking hardware (e.g., based on the IEEE 802.11 standards) has generated interest in a large class of wireless applications. Many applications benefit from rapidly deployable networks for example, collaborative applications to support field research or emergency incident response. The need for networks that can be rapidly deployed has resulted in a substantial body of research in ad hoc routing protocols. Such protocols use intermediate nodes as routers and support highly dynamic network configurations. We have developed a portable, user-level framework for ad hoc routing in C++. In our current implementation of this framework a tailored SOCKS proxy handles client requests and uses an implementation of an ad hoc routing protocol to provide routing. So far, implementations of DSR and flooding are provided, but other routing protocol implementations can easily be incorporated. An integrated simulator allows new routing protocols to be tested, and the code can be moved to a production ad hoc deployment with no modification. Our framework is suitable for a number of purposes, from ad hoc routing protocol research, where new protocols can be rapidly developed and tested, to the deployment of real ad hoc networks. The system is easily installed on a wide variety of operating systems and requires no kernel hacking.
Jérémie Allard, Paul Gonin, Minoo Singh, Golden G. Richard III
LCN1
2002 Net Juggler: Running VR Juggler with Multiple Displays on a Commodity Component Cluster
abstract
Net Juggler is an open source library that turns a commodity component cluster running the VR Juggler platform on each node into a single VR Juggler image cluster. Application parallelization is transparent to the user and leads to high performance executions even with limited bandwidth networks.
Jérémie Allard, Valérie Gouranton, Loïck Lecointre, Emmanuel Melin, Bruno Raffin
VR1