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Sabine Coquillart

dblp:14/5817 · DBLP profile ↗
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37ranked-venue papers
15as first author
2since 2021 · last 2024
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 31 · 15 first-author · 2 since 2021Human-computer interaction and ubiquitous computing · 15 · 3 first-author · 2 since 2021Artificial intelligence and machine learning · 3Systems, architecture and hardware · 3Applied, 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.

Human-computer interaction and pervasive computing
9 papers
Haptics and multimodal interaction · 77% Immersive interaction · 20% Interaction techniques and input · 3%
Computer graphics and multimedia
8 papers
Geometric modeling and processing · 41% Computer animation and physical simulation · 30% Virtual and augmented reality · 14%

Topics — the 18 heaviest of 21, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Haptics and multimodal interaction › visuo-haptic illusion
pseudo-haptics
0.232009
HEMP - hand-displacement-based pseudo-haptics: A study of a force field application and a behavioural analysis · Int. J. Hum. Comput. Stud. 2009
"Boundary of Illusion: " An Experiment of Sensory Integration with a Pseudo-Haptic System · VR 2001
Pseudo-Haptic Feedback: Can Isometric Input Devices Simulate Force Feedback? · VR 2000
Haptics and multimodal interaction
haptic rendering
0.122007
A Six Degree-of-Freedom God-Object Method for Haptic Display of Rigid Bodies with Surface Properties · IEEE Trans. Vis. Comput. Graph. 2007
A Six Degree-of-Freedom God-Object Method for Haptic Display of Rigid Bodies · VR 2006
Immersive interaction
virtual reality
0.112010
Multimodal virtual reality application for the study of unilateral spatial neglect · VR 2010
Immersive interaction
mixed reality
0.112015
Perceiving mass in mixed reality through pseudo-haptic rendering of Newton's third law · VR 2015
Computer animation and physical simulation
rigid body simulation
0.122007
Gauss' Least Constraints Principle and Rigid Body Simulations · ICRA 2002
A Six Degree-of-Freedom God-Object Method for Haptic Display of Rigid Bodies with Surface Properties · IEEE Trans. Vis. Comput. Graph. 2007
Geometric modeling and processing
collision detection
0.022006
An Algebraic Solution to the Problem of Collision Detection for Rigid Polyhedral Objects · ICRA 2000
A Six Degree-of-Freedom God-Object Method for Haptic Display of Rigid Bodies · VR 2006
Haptics and multimodal interaction
haptic feedback
0.012003
The stringed haptic workbench · SIGGRAPH 2003
Haptics and multimodal interaction
haptic interface
0.012003
The stringed haptic workbench · SIGGRAPH 2003
Haptics and multimodal interaction › multimodal perception
sensory integration
0.012001
"Boundary of Illusion: " An Experiment of Sensory Integration with a Pseudo-Haptic System · VR 2001
Multimedia systems and quality of experience › user interaction
interaction techniques and input
0.011999
The Virtual Palette and the Virtual Remote Control Panel: A Device and an Interaction Paradigm for the Responsive Workbench(tm) · VR 1999
Virtual and augmented reality › immersive interaction › 3d interaction
two-handed interaction
0.011999
The Virtual Palette and the Virtual Remote Control Panel: A Device and an Interaction Paradigm for the Responsive Workbench(tm) · VR 1999
Geometric modeling and processing › collision detection
continuous collision detection
0.012007
A Six Degree-of-Freedom God-Object Method for Haptic Display of Rigid Bodies with Surface Properties · IEEE Trans. Vis. Comput. Graph. 2007
Geometric modeling and processing
shape deformation
0.011994
Axial deformations: an intuitive deformation technique · Comput. Aided Des. 1994
Geometric modeling and processing › deformation
free-form deformation
0.021991
Extended free-form deformation: a sculpturing tool for 3D geometric modeling · SIGGRAPH 1990
Animated free-form deformation: an interactive animation technique · SIGGRAPH 1991
Visual content generation and editing › image editing
interactive image editing
0.012000
An Algebraic Solution to the Problem of Collision Detection for Rigid Polyhedral Objects · ICRA 2000
Computer animation and physical simulation
deformable object animation
0.011991
Animated free-form deformation: an interactive animation technique · SIGGRAPH 1991
Virtual and augmented reality
immersive display
0.011999
The Virtual Palette and the Virtual Remote Control Panel: A Device and an Interaction Paradigm for the Responsive Workbench(tm) · VR 1999
User interface design and tools
interactive modeling
0.011990
Extended free-form deformation: a sculpturing tool for 3D geometric modeling · SIGGRAPH 1990

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

continuous collision detection · 0.3constraint-based quasi-statics · 0.3virtual reality application · 0.1haptic workbench · 0.1behavioral analysis · 0.1gauss' principle of least constraints · 0.1psychophysical experiment · 0.1stringed haptic device · 0.0algebraic polynomial solving · 0.0virtual remote control panel · 0.0virtual palette · 0.0
YearPublicationVenuePosition
2024 IEEE VR 2024 Steering Committee Message
abstract
The IEEE VR Steering Committee congratulates and offers gratitude to the enormous efforts of the IEEE VR Conference Organizing Committees—with special recognition for the multiple years of hard work of the General Chairs, Carolina Cruz-Neira, Greg Welch, and Xubo Yang. To realize the conference requires a sizeable, motivated team of volunteers to work with the IEEE conference management team. Maintaining the conference’s status as the premier international virtual reality conference is a testament to the commitment of all the organizers and participants that make up the IEEE Virtual Reality community.
Mark Billinghurst, Sabine Coquillart, Kiyoshi Kiyokawa, Gudrun Klinker, Anatole Lécuyer, Betty J. Mohler, Amela Sadagic, J. Edward Swan II, Mary C. Whitton
VR3
2023 IEEE VR 2023 Steering Committee Message
abstract
The IEEE VR Steering Committee congratulates and offers gratitude to the enormous efforts of the IEEE VR Conference Organizing Committees — with special recognition for the multiple years of hard work of the General Chairs, Xubo Yang, Kun Zhou, Tobias Langlotz, and Stephan Lukosch. To realize the conference requires a sizeable, motivated team of volunteers to work with the IEEE conference management team. Maintaining the conference's status as the premier international virtual reality conference is a testament to the commitment of all the organizers and participants that make up the IEEE Virtual Reality community.
Mark Billinghurst, Sabine Coquillart, Kiyoshi Kiyokawa, Gudrun Klinker, Anatole Lécuyer, Betty J. Mohler, Amela Sadagic, J. Edward Swan II, Mary C. Whitton
VR3
2017 SVM based approach for the assessment of elbow flexion with smart textile sensor
abstract
International audience
Maxence Bobin, Hamdi Amroun, Sabine Coquillart, Franck Bimbard, Mehdi Ammi
SMC3
2016 General Chair Message
abstract
It is our great pleasure to welcome you to Greenville, South Carolina, for the IEEE Conference on Virtual Reality (IEEE VR) 2016. This is the 18th year of the premiere conference in virtual reality and 3D interaction in the world, and we are proud to host it here in South Carolina. In recent years, the conference has travelled to Singapore, Orange County, USA, Orlando, USA, Minneapolis, USA, and Arles, France. During these years the conference has grown in many respects, yet the basic format of mostly a single-track technical session has changed little. This year's conference, however, will feature some notable departures from previous years while still keeping with our cherished traditions of the IEEE VR conference.
Sabarish V. Babu, Sabine Coquillart, Larry F. Hodges, Zachary Wartell
VR2
2015 Perceiving mass in mixed reality through pseudo-haptic rendering of Newton's third law
abstract
In mixed reality, real objects can be used to interact with virtual objects. However, unlike in the real world, real objects do not encounter any opposite reaction force when pushing against virtual objects. The lack of reaction force during manipulation prevents users from perceiving the mass of virtual objects. Although this could be addressed by equipping real objects with force-feedback devices, such a solution remains complex and impractical. In this work, we present a technique to produce an illusion of mass without any active force-feedback mechanism. This is achieved by simulating the effects of this reaction force in a purely visual way. A first study demonstrates that our technique indeed allows users to differentiate light virtual objects from heavy virtual objects. In addition, it shows that the illusion is immediately effective, with no prior training. In a second study, we measure the lowest mass difference (JND) that can be perceived with this technique. The effectiveness and ease of implementation of our solution provides an opportunity to enhance mixed reality interaction at no additional cost.
Paul Issartel, Florimond Guéniat, Sabine Coquillart, Mehdi Ammi
VR3
2014 Message from the Paper Chairs and Guest Editors
abstract
In this special issue of IEEE Transactions on Visualization and Computer Graphics (TVCG), we are pleased to present the long papers from the IEEE Virtual Reality Conference 2014 (IEEE VR 2014), held March 29–April 2, 2014 in Minneapolis, Minnesota, USA.
Sabine Coquillart, Kiyoshi Kiyokawa, J. Edward Swan II, Doug A. Bowman
IEEE Trans. Vis. Comput. Graph.1
2013 IEEE Virtual Reality Conference 2013 [table of contents]
abstract
Presents the table of contents of the proceedings of the 2013 IEEE Virtual Reality Conference as published in this issue of the IEEE Transactions on Visualization and Computer Graphics .
Sabine Coquillart, Joseph J. LaViola Jr., Dieter Schmalstieg
IEEE Trans. Vis. Comput. Graph.1
2013 Message from the Paper Chairs and Guest Editors
abstract
The apers in this special issue were presented at the 2013 IEEE Virtual Reality Conference held March 16-20, 2013, in Orlando, Florida.
Sabine Coquillart, Joseph J. LaViola Jr., Dieter Schmalstieg
IEEE Trans. Vis. Comput. Graph.1
2012 Message from the Paper Chairs and Guest Editors
abstract
The articles in this special issue contain the full paper proceedings of the IEEE Virtual Reality Conference 2012 (IEEE VR 2012), held March 4-8, 2012 in Orange County, California.
Sabine Coquillart, Steven K. Feiner, Kiyoshi Kiyokawa
IEEE Trans. Vis. Comput. Graph.1
2010 Multimodal virtual reality application for the study of unilateral spatial neglect
abstract
In the present paper, we describe a virtual reality application developed for the study of unilateral spatial neglect, a post-stroke neurological disorder that results in failure to respond to stimuli presented contralaterally to the damaged hemisphere. Recently, it has been proposed that patients with unilateral spatial neglect experience sensorimotor decorrelation in the affected space. Consequently, it is possible that since the sensorimotor experience in the affected space is perturbed, patients avoid this space, which results in neglect behavior. Here, we evaluate this hypothesis using a virtual reality application built on the base of the Stringed Haptic Workbench, a large-scale visuo-haptic system. The results provide support for the hypothesis and demonstrate that the proposed application is suitable for the envisioned goal.
Inna Tsirlin, Eve Dupierrix, Sylvie Chokron, Theophile Ohlmann, Sabine Coquillart
VR5
2009 HEMP - hand-displacement-based pseudo-haptics: A study of a force field application and a behavioural analysis
Andreas Pusch, Olivier Martin 0004, Sabine Coquillart
Int. J. Hum. Comput. Stud.3
2007 A Six Degree-of-Freedom God-Object Method for Haptic Display of Rigid Bodies with Surface Properties
abstract
This paper describes a generalization of the god-object method for haptic interaction between rigid bodies. Our approach separates the computation of the motion of the six degree-of-freedom god-object from the computation of the force applied to the user. The motion of the god-object is computed using continuous collision detection and constraint-based quasi-statics, which enables high-quality haptic interaction between contacting rigid bodies. The force applied to the user is computed using a novel constraint-based quasi-static approach, which allows us to suppress force artifacts typically found in previous methods. The constraint-based force applied to the user, which handles any number of simultaneous contact points, is computed within a few microseconds, while the update of the configuration of the rigid god-object is performed within a few milliseconds for rigid bodies containing up to tens of thousands of triangles. Our approach has been successfully tested on complex benchmarks. Our results show that the separation into asynchronous processes allows us to satisfy the different update rates required by the haptic and visual displays. Force shading and textures can be added and enlarge the range of haptic perception of a virtual environment. This paper is an extension of [1].
Michael Ortega-Binderberger, Stéphane Redon, Sabine Coquillart
IEEE Trans. Vis. Comput. Graph.3
2006 A Six Degree-of-Freedom God-Object Method for Haptic Display of Rigid Bodies
abstract
This paper describes a generalization of the god-object method for haptic interaction between rigid bodies. Our approach separates the computation of the motion of the six degree-of-freedom god-object from the computation of the force applied to the user. The motion of the god-object is computed using continuous collision detection and constraint-based quasi-statics, which enables high-quality haptic interaction between contacting rigid bodies. The force applied to the user is computed using a novel constraint-based quasi-static approach, which allows us to suppress force artifacts typically found in previous methods. Our approach has been implemented on a 3.2 GHz Xeon bi-processor and has been successfully tested on complex benchmarks. Our results show that the separation into asynchronous processes allows us to satisfy the different update rates required by the haptic and the visual displays. The constraint-based force applied to the user, which handles any number of simultaneous contact points, is typically computed within a few microseconds, while the update of the configuration of the rigid god-object is performed within a few milliseconds for rigid bodies containing up to tens of thousands of triangles.
Michael Ortega-Binderberger, Stéphane Redon, Sabine Coquillart
VR3
2003 The stringed haptic workbench
abstract
This paper proposes a new approach for adding haptic feedback on a workbench. The integration of a stringed haptic device is discussed.
Nicolas Tarrin, Sabine Coquillart, Shoichi Hasegawa, Laroussi Bouguila, Makoto Sato
SIGGRAPH2
2003 The Stringed Haptic Workbench: a New Haptic Workbench Solution
abstract
Abstract The workbench is an interesting semi‐immersive configuration for interactive tasks. However, haptic feedback, i.e.force and tactile feedback, is one important cue which is missing. To the authors' knowledge, the sole proposedsolution consists in installing an arm force feedback device on one‐screen workbenches. This solution, however,has several drawbacks. The arm can perturb the stereoscopic display, cross virtual objects or hide parts of thevisualization space. Furthermore, the interaction space is limited by the size of the arm, which may also damagethe screen or perturb the electromagnetic tracking system. Some of these difficulties may even be worth with a two‐screenworkbench. This paper discusses an alternative solution, which consists in integrating a stringed hapticdevice on a workbench. This approach is less invasive, more flexible and well‐suited to a two‐screen workbench.
Nicolas Tarrin, Sabine Coquillart, Shoichi Hasegawa, Laroussi Bouguila, Makoto Sato
Comput. Graph. Forum2
2003 Special issue on Pacific Graphics 2002
Shi-Min Hu 0001, Sabine Coquillart, Harry Shum
Graph. Model.2
2002 Evaluation of the Command and Control Cube
abstract
Application control in virtual environments (VE) is still an open field of research. The Command and Control Cube (C/sup 3/) developed by Grosjean et al. (2001) is a quick access menu for the VE configuration called workbench (a large screen displaying stereoscopic images). The C/sup 3/ presents two modes, one with the graphical display of the cubic structure associated to the C/sup 3/ and a blind mode for expert users, with no feedback. We conduct formal tests of the C/sup 3/ under four different conditions: the visual mode with the graphical display, the blind mode with no feedback and two additional conditions enhancing the expert blind mode: a tactile mode with the tactile feedback, of a Cyberglove/spl trade/ and a sound mode with a standard audio device. Results show that the addition of sound and tactile feedback is more disturbing to the users than the blind mode. The visual mode performs the best although the blind mode achieves some promising results.
Jérôme Grosjean, Jean-Marie Burkhardt, Sabine Coquillart, Paul Richard
ICMI3
2002 Gauss' Least Constraints Principle and Rigid Body Simulations
abstract
Most of well-known approaches for rigid body simulations are formulated in the contact-space. Due to Gauss' principle of least constraints, the frictionless dynamics problems are formulated in a motion-space. While the two formulations are mathematically equivalent, they are not computationally equivalent. The motion-space formulation is better conditioned, always sparse, needs less memory, and avoids some unnecessary computations. A preliminary experimental comparison suggests that an algorithm operating in the motion-space takes advantage of sparsity to perform increasingly better than a contact-space algorithm as the average number of contact points per object increases.
Stéphane Redon, Abderrahmane Kheddar, Sabine Coquillart
ICRA3
2002 Hierarchical back-face culling for collision detection
abstract
A few years ago, Vanecek (1994) suggested to apply a variant of back-face culling to speed-up collision detection between polyhedral objects. However, Vanecek's method is linear in the number of faces in the object, which is unpractical for large models. This paper suggests to add some geometrical information to hierarchies of bounding volumes, typically used in collision detection, and perform conservative back-face culling at the bounding-volume level in constant time. The method described in this paper can be applied to complement any kind of bounding-volumes hierarchy and allows a trade-off between memory and speed. Preliminary experimental results suggest that the method allows a significant speed-up, especially in close proximity situations.
Stéphane Redon, Abderrahmane Kheddar, Sabine Coquillart
IROS3
2002 Fast Continuous Collision Detection between Rigid Bodies
abstract
This paper introduces a fast continuous collision detection technique for polyhedral rigid bodies. As opposed to most collision detection techniques, the computation of the first contact time between two objects is inherently part of the algorithm. The method can thus robustly prevent objects interpenetrations or collisions misses, even when objects are thin or have large velocities. The method is valid for general objects (polygon soups), handles multiple moving objects and acyclic articulated bodies, and is efficient in low and high coherency situations. Moreover, the method can be used to speed up existent continuous collision detection methods for parametric or implicit rigid surfaces. The collision detection algorithms have been successfully coupled to a real-time dynamics simulator. Various experiments are conducted that show the method's ability to produce high-quality interaction (precise objects positioning for example) between models up to tens of thousands of triangles, which couldn't have been performed with previous continuous methods. Categories and Subject Descriptors (according to ACM CCS): I.3.7 [Computer Graphics]: Animation - Virtual Reality
Stéphane Redon, Abderrahmane Kheddar, Sabine Coquillart
Comput. Graph. Forum3
2001 "Boundary of Illusion: " An Experiment of Sensory Integration with a Pseudo-Haptic System
abstract
Describes a psychophysical experiment designed to study the phenomenon of illusion which occurs with pseudo-haptic feedback, and to identify the moment when this illusion occurs: the "boundary of illusion". The subjects were given the task of deciding which of two virtual springs is the stiffer, these springs being simulated with a PHANToM/sup TM/ force feedback device and displayed on a monoscopic computer screen. The first spring had a realistic behavior, since its visual and haptic displacements were identical. The second spring-the pseudo-haptic one-was stiffer on a haptic basis, but sometimes less stiff on a visual basis. The data collected allowed us to calculate the visual point of subjective equality (PSE) between the two springs, which represents the boundary of the sensory illusion. On average, a high value of PSE turned out to be -24%. This value increased monotonically when the haptic difference between the springs increased. This implies that more visual deformation is necessary to compensate for large haptic differences and qualifies the notion of visual dominance. However, this boundary varies greatly depending on the subjects and their sensory integration strategy. The subjects were sensitive to this illusion to varying degrees. They were divided into different populations-from those who were "haptically oriented" to those who were "visually oriented".
Anatole Lécuyer, Jean-Marie Burkhardt, Sabine Coquillart, Philippe Coiffet
VR3
2001 Editorial
Sabine Coquillart, David J. Duke
Comput. Graph. Forum1
2001 Editorial
Sabine Coquillart, David J. Duke
Comput. Graph. Forum1
2000 An Algebraic Solution to the Problem of Collision Detection for Rigid Polyhedral Objects
abstract
This paper describes a new collision detection algorithm designed for interactive manipulation in virtual environments. Making some assumptions on object motion, the collision time between two objects can be computed by solving a polynomial equation whose degree is equal to or smaller than three.
Stéphane Redon, Abderrahmane Kheddar, Sabine Coquillart
ICRA3
2000 The Metric Cursor
abstract
This paper proposes a new interaction technique for positioning or moving 3D points, which is a basic task in geometric modeling and several other applications. These systems usually make use of a 2D interface with a 2D cursor. However positioning 3D points with a 2D cursor is often done by using several windows, each window displaying a different orthographic projection of the 3D space. This paper introduces the Metric Cursor, a multi-purpose 3D cursor which moves freely in the 3D space, requires only one window and provides the user with different helpful functionalities such as grids and some measurement capabilities.
Terii Stein, Sabine Coquillart
PG2
2000 Pseudo-Haptic Feedback: Can Isometric Input Devices Simulate Force Feedback?
abstract
This paper considers whether a passive isometric input device, such as a Spaceball/sup TM/, used together with visual feedback, could provide the operator with a pseudo-haptic feedback. For this aim, two psychophysical experiments have been conducted. The first experiment consisted of a compliance discrimination, between two virtual springs hand-operated by means of the Spaceball/sup TM/. In this experiment, the stiffness (or compliance) JND turned out to be 6%. The second experiment assessed stiffness discrimination between a virtual spring and the equivalent spring in reality. In this case, the stiffness (or compliance) JND was found to be 13.4%. These results are consistent with previous outcomes on manual discrimination of compliance. Consequently, this consistency reveals that the passive apparatus that was used can, to some extent, simulate haptic information. In addition, a final test indicated that the proprioceptive sense of the subjects was blurred by visual feedback. This gave them the illusion of using a nonisometric device.
Anatole Lécuyer, Sabine Coquillart, Abderrahmane Kheddar, Paul Richard, Philippe Coiffet
VR2
2000 Editorial
Sabine Coquillart, David J. Duke
Comput. Graph. Forum1
2000 Editorial
Sabine Coquillart, David J. Duke
Comput. Graph. Forum1
2000 Editorial
Sabine Coquillart, David J. Duke
Comput. Graph. Forum1
1999 The Virtual Palette and the Virtual Remote Control Panel: A Device and an Interaction Paradigm for the Responsive Workbench(tm)
abstract
Compared to most other virtual environments, the Responsive Workbench/sup TM/ offers a much better integration of the virtual and the real worlds. The Responsive Workbench/sup TM/ is a projection-based virtual environment with one horizontal table-sized projection plane. However interacting with these mixed 3D worlds remains a research challenge. This paper introduces a prop-like device, the virtual palette and describes the virtual remote control panel (VRCP), a two-handed interaction technique, based on the Virtual Palette, for controlling applications.
Sabine Coquillart, Gerold Wesche
VR1
1999 Editorial
abstract
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Sabine Coquillart, Hans-Peter Seidel
Comput. Graph. Forum1
1996 3D Reconstruction of Complex Polyhedral Shapes from Contours using a Simplified Generalized Voronoi Diagram
abstract
Abstract We are interested in modelling the suface of very irregular objects known through a few planar polygonal cross‐sections. This problem is considered difficult when severe topology and morphology variations appear between neighbouring cross‐sections (multi‐branching, holes, disconnected areas). Only few methods deal with this problem in a systematic way. The paper describes an original method allowing to build, in a fully automatic and systematic way, an external surface with a valid topology in any case. It moreover allows to adjust details of the reconstructed surface in view of the morphologies and topologies of the various initial cross‐sectional contours. At first, a global correspondence is operated between each couple of adjacent cross‐sections by extracting polygonal areas of difference. Next steps are based on the computation in each area of difference of the bisector network, a well‐defined simplified generalised Voronoi diagram. This structure is used both for connecting initial contour points and for interpolating new intermediate portions of contours. It depends on the complexity of initial 2D shapes. Interpolation stage is then recursively operated until a satisfactory surface has been obtained or until a maximum number of new intermediate cross‐sectional contours have been built. The valid final suface is directly obtained by concatenating all the tiling areas of difference without need of any post processing step. The processing of several real data related to geological bodies or human organs has proved that the described method allows detailed modelling of irregular objects with very performing CPU times. The reconstruction appears insensitive to severe variations of the object shape, including apparitions of holes or disconnections.
Jean-Michel Oliva, Michel Perrin, Sabine Coquillart
Comput. Graph. Forum3
1994 Axial deformations: an intuitive deformation technique
Francis Lazarus, Sabine Coquillart, Pierre Jancène
Comput. Aided Des.2
1991 Animated free-form deformation: an interactive animation technique
abstract
Current research efforts focus on providing interactive techniques that make 3D concepts easy to use and accessible to large numbers of people. In this paper, a new interactive technique for animating deformable objects is presented. The technique allows easy specification and control of a class of deformations that cannot be produced by existing techniques without considerable human intervention.The methodology proposed relies on the Free-Form Deformation (FFD) technique. It makes use of a deformation tool that is animated like any other object.This approach provides a representation of the deformations independent of the surface geometry, and can be easily integrated into traditional hierarchical animation systems.
Sabine Coquillart, Pierre Jancène
SIGGRAPH1
1990 Extended free-form deformation: a sculpturing tool for 3D geometric modeling
abstract
Current research efforts focus on providing more efficient and effective design methods for 3D modeling systems. In this paper a new deformation technique is presented. Among other things, arbitrarily shaped bumps can be designed and surfaces can be bent along arbitrarily shaped curves.The purpose of this research is to define a highly interactive and intuitive modeling technique for designers and stylists. A natural way of thinking is to mimic traditional trades, such as sculpturing and moulding.Furthermore, with this deformation technique, the modeling tool paradigm is introduced. The object is deformed with a user-defined deformation tool.This method is an extension of the Free-Form Deformation (FFD) technique proposed by Sederberg and Parry [17].
Sabine Coquillart
SIGGRAPH1
1985 An Improvement of the Ray-tracing Algorithm
abstract
This paper describes an improvement of the ray-tracing algorithm. The new method takes advantage of a data structure which allows us to consider only the closest objects to the path of the ray. This technique can be applied to primary and secondary rays. Using this method, the run-time depends more on the complexity of the generated picture than on the complexity of the scene.
Sabine Coquillart
Eurographics1
1985 Displaying Random Fields
abstract
Abstract This paper presents an algorithm for random fields generation. The main idea of the paper is an improvement of the recursive technique presented by A. Fournier, D. Fussel and L. Carpenter in [4]. In order to ensure the continuity constraints on the boundaries of the cells generated at different stages of the algorithm, we show that it is possible to store the boundary values using a dynamic data structure. Random fields have been successfully used to model height fields or to display synthetic textures. In the second part of this paper we investigate the perspective mapping and clipping stages of random fields generation and display. At the end of the paper, some synthetic skies displayed using this technique are presented.
Sabine Coquillart
Comput. Graph. Forum1