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Jean-David Génevaux

dblp:12/8414 · DBLP profile ↗
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6ranked-venue papers
3as first author
0since 2021 · last 2016
0000-0002-7384-5800ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 5 · 2 first-authorSoftware engineering, systems software and programming languages · 1 · 1 first-authorTheory of computation · 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
2 papers
Geometric modeling and processing · 100%

Topics — the 3 heaviest of 3, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Geometric modeling and processing
procedural modeling
0.212013
Terrain generation using procedural models based on hydrology · ACM Trans. Graph. 2013
Geometric modeling and processing › procedural modeling
terrain generation
0.212013
Terrain generation using procedural models based on hydrology · ACM Trans. Graph. 2013
Geometric modeling and processing
geometric constraint solving
0.112011
Extensions of the witness method to characterize under-, over- and well-constrained geometric constraint systems · Comput. Aided Des. 2011

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

drainage network analysis · 0.2construction tree · 0.2blending and carving operators · 0.2witness method · 0.1
YearPublicationVenuePosition
2016 Efficient modeling of entangled details for natural scenes
abstract
Abstract Digital landscape realism often comes from the multitude of details that are hard to model such as fallen leaves, rock piles or entangled fallen branches. In this article, we present a method for augmenting natural scenes with a huge amount of details such as grass tufts, stones, leaves or twigs. Our approach takes advantage of the observation that those details can be approximated by replications of a few similar objects and therefore relies on mass‐instancing. We propose an original structure, the Ghost Tile, that stores a huge number of overlapping candidate objects in a tile, along with a pre‐computed collision graph. Details are created by traversing the scene with the Ghost Tile and generating instances according to user‐defined density fields that allow to sculpt layers and piles of entangled objects while providing control over their density and distribution.
Eric Guérin, Eric Galin, François Grosbellet, Adrien Peytavie, Jean-David Génevaux
Comput. Graph. Forum5
2015 Terrain Modelling from Feature Primitives
abstract
Abstract We introduce a compact hierarchical procedural model that combines feature‐based primitives to describe complex terrains with varying level of detail. Our model is inspired by skeletal implicit surfaces and defines the terrain elevation function by using a construction tree. Leaves represent terrain features and they are generic parametrized skeletal primitives, such as mountains, ridges, valleys, rivers, lakes or roads. Inner nodes combine the leaves and subtrees by carving, blending or warping operators. The elevation of the terrain at a given point is evaluated by traversing the tree and by combining the contributions of the primitives. The definition of the tree leaves and operators guarantees that the resulting elevation function is Lipschitz, which speeds up the sphere tracing used to render the terrain. Our model is compact and allows for the creation of large terrains with a high level o detail using a reduced set of primitives. We show the creation of different kinds of landscapes and demonstrate that our model allows to efficiently control the shape and distribution of landform features.
Jean-David Génevaux, Eric Galin, Adrien Peytavie, Eric Guérin, Cyril Briquet, François Grosbellet, Bedrich Benes
Comput. Graph. Forum1
2013 Terrain generation using procedural models based on hydrology
abstract
We present a framework that allows quick and intuitive modeling of terrains using concepts inspired by hydrology. The terrain is generated from a simple initial sketch, and its generation is controlled by a few parameters. Our terrain representation is both analytic and continuous and can be rendered by using varying levels of detail. The terrain data are stored in a novel data structure: a construction tree whose internal nodes define a combination of operations, and whose leaves represent terrain features. The framework uses rivers as modeling elements, and it first creates a hierarchical drainage network that is represented as a geometric graph over a given input domain. The network is then analyzed to construct watersheds and to characterize the different types and trajectories of rivers. The terrain is finally generated by combining procedural terrain and river patches with blending and carving operators.
Jean-David Génevaux, Eric Galin, Eric Guérin, Adrien Peytavie, Bedrich Benes
ACM Trans. Graph.1
2011 Formalization of Wu's Simple Method in Coq
Jean-David Génevaux, Julien Narboux, Pascal Schreck
CPP1
2011 Extensions of the witness method to characterize under-, over- and well-constrained geometric constraint systems
Simon E. B. Thierry, Pascal Schreck, Dominique Michelucci, Christoph Fünfzig, Jean-David Génevaux
Comput. Aided Des.5
2010 Using the witness method to detect rigid subsystems of geometric constraints in CAD
abstract
International audience
Dominique Michelucci, Pascal Schreck, Simon E. B. Thierry, Christoph Fünfzig, Jean-David Génevaux
Symposium on Solid and Physical Modeling5