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Emilie Guy

dblp:132/4269 · DBLP profile ↗
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4ranked-venue papers
1as first author
0since 2021 · last 2017
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 4 · 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 · 74% Computer animation and physical simulation · 26%
Human-computer interaction and pervasive computing
1 paper
Interaction techniques and input · 81% Immersive interaction · 19%

Topics — the 8 heaviest of 8, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Geometric modeling and processing › shape representation
shape approximation
0.422016
Animated Mesh Approximation With Sphere-Meshes · ACM Trans. Graph. 2016
Sphere-Meshes: shape approximation using spherical quadric error metrics · ACM Trans. Graph. 2013
Interaction techniques and input › spatial interaction › navigation
virtual reality navigation
0.312017
Extended LazyNav: Virtual 3D Ground Navigation for Large Displays and Head-Mounted Displays · IEEE Trans. Vis. Comput. Graph. 2017
Computer animation and physical simulation
performance capture
0.212016
Animated Mesh Approximation With Sphere-Meshes · ACM Trans. Graph. 2016
Geometric modeling and processing › mesh processing › mesh simplification
mesh decimation
0.212013
Sphere-Meshes: shape approximation using spherical quadric error metrics · ACM Trans. Graph. 2013
Interaction techniques and input › spatial interaction › navigation
hands-free navigation
0.112017
Extended LazyNav: Virtual 3D Ground Navigation for Large Displays and Head-Mounted Displays · IEEE Trans. Vis. Comput. Graph. 2017
Immersive interaction › head-mounted display
head-mounted display interaction
0.112017
Extended LazyNav: Virtual 3D Ground Navigation for Large Displays and Head-Mounted Displays · IEEE Trans. Vis. Comput. Graph. 2017
Geometric modeling and processing
collision detection
0.112016
Animated Mesh Approximation With Sphere-Meshes · ACM Trans. Graph. 2016
Geometric modeling and processing
shape analysis
0.012013
Sphere-Meshes: shape approximation using spherical quadric error metrics · ACM Trans. Graph. 2013

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

user study · 0.3sphere approximation · 0.2skinning decomposition · 0.2multiresolution structure · 0.2spherical quadric error metric · 0.2mesh decimation · 0.2
YearPublicationVenuePosition
2017 Extended LazyNav: Virtual 3D Ground Navigation for Large Displays and Head-Mounted Displays
abstract
This paper presents the extended work on LazyNav, a head-free, eyes-free and hands-free mid-air ground navigation control model presented at the IEEE 3D User Interfaces (3DUI) 2015, in particular with a new application to the head-mounted display (HMD). Our mid-air interaction metaphor makes use of only a single pair of the remaining tracked body elements to tailor the navigation. Therefore, the user can navigate in the scene while still being able to perform other interactions with her hands and head, e.g., carrying a bag, grasping a cup of coffee, or observing the content by moving her eyes and locally rotating her head. We design several body motions for navigation by considering the use of non-critical body parts and develop assumptions about ground navigation techniques. Through the user studies, we investigate the motions that are easy to discover, easy to control, socially acceptable, accurate and not tiring. Finally, we evaluate the desired ground navigation features with a prototype application in both a large display (LD) and a HMD navigation scenarios. We highlight several recommendations for designing a particular mid-air ground navigation technique for a LD and a HMD.
Parinya Punpongsanon, Emilie Guy, Daisuke Iwai, Kosuke Sato, Tamy Boubekeur
IEEE Trans. Vis. Comput. Graph.2
2016 Animated Mesh Approximation With Sphere-Meshes
abstract
Performance capture systems are used to acquire high-quality animated 3D surfaces, usually in form of a dense 3D triangle mesh. Extracting a more compact yet faithful representation is often desirable, but existing solutions for animated sequences are surface based, which leads to a limited approximation power in the case of extreme simplification. We introduce animated sphere-meshes, which are meshes indexing a set of animated spheres. Our solution is the first to output an animated volumetric structure to approximate animated 3D surfaces and optimizes for the sphere approximation, connectivity, and temporal coherence. As a result, our algorithm produces a multiresolution structure from which a level of simplification can be selected in real time, preserving a faithful approximation of the input, even at the coarsest levels. We demonstrate the use of animated sphere-meshes for low-cost approximate collision detection. Additionally, we propose a skinning decomposition, which automatically rigs the input mesh to the chosen level of detail. The resulting set of weights are smooth, compress the animation, and enable easy edits.
Jean-Marc Thiery, Emilie Guy, Tamy Boubekeur, Elmar Eisemann
ACM Trans. Graph.2
2014 SimSelect: Similarity-based selection for 3D surfaces
abstract
Abstract Surface selection is one of the fundamental interactions in shape modeling. In the case of complex models, this task is often tedious for at least two reasons: firstly the local geometry of a given region may be hard to manually select and needs great accuracy; secondly the selection process may have to be repeated a large number of times for similar regions requiring similar subsequent editing. We propose SimSelect, a new system for interactive selection on 3D surfaces addressing these two issues. We cope with the accuracy issue by classifying selections in different types, namely components, parts and patches for which we independently optimize the selection process. Second, we address the repetitiveness issue by introducing an expansion process based on shape recognition which automatically retrieves potential selections similar to the user‐defined one. As a result, our system provides the user with a compact set of simple interaction primitives providing a smooth select‐and‐edit workflow.
Emilie Guy, Jean-Marc Thiery, Tamy Boubekeur
Comput. Graph. Forum1
2013 Sphere-Meshes: shape approximation using spherical quadric error metrics
abstract
Shape approximation algorithms aim at computing simple geometric descriptions of dense surface meshes. Many such algorithms are based on mesh decimation techniques, generating coarse triangulations while optimizing for a particular metric which models the distance to the original shape. This approximation scheme is very efficient when enough polygons are allowed for the simplified model. However, as coarser approximations are reached, the intrinsic piecewise linear point interpolation which defines the decimated geometry fails at capturing even simple structures. We claim that when reaching such extreme simplification levels, highly instrumental in shape analysis, the approximating representation should explicitly and progressively model the volumetric extent of the original shape. In this paper, we propose Sphere-Meshes , a new shape representation designed for extreme approximations and substituting a sphere interpolation for the classic point interpolation of surface meshes. From a technical point-of-view, we propose a new shape approximation algorithm, generating a sphere-mesh at a prescribed level of detail from a classical polygon mesh. We also introduce a new metric to guide this approximation, the Spherical Quadric Error Metric in R 4 , whose minimizer finds the sphere that best approximates a set of tangent planes in the input and which is sensitive to surface orientation, thus distinguishing naturally between the inside and the outside of an object. We evaluate the performance of our algorithm on a collection of models covering a wide range of topological and geometric structures and compare it against alternate methods. Lastly, we propose an application to deformation control where a sphere-mesh hierarchy is used as a convenient rig for altering the input shape interactively.
Jean-Marc Thiery, Emilie Guy, Tamy Boubekeur
ACM Trans. Graph.2