EDBT 2026 Demo / reviewers in the wild / expert
Antoine Bégault
dblp:142/8232
· DBLP profile ↗
3ranked-venue papers
0as 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 · 3Human-computer interaction and ubiquitous 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
2 papers |
Computer animation and physical simulation · 42% Geometric modeling and processing · 32% Virtual and augmented reality · 27% |
Topics — the 6 heaviest of 6, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Computer animation and physical simulation
motion capture |
0.3 | 1 | 2017 | A system for creating virtual reality content from make-believe games · VR 2017 |
Computer animation and physical simulation › data-driven animation
performance-driven animation |
0.3 | 1 | 2017 | A system for creating virtual reality content from make-believe games · VR 2017 |
Virtual and augmented reality › virtual reality
VR content creation |
0.3 | 1 | 2017 | A system for creating virtual reality content from make-believe games · VR 2017 |
Geometric modeling and processing › shape modeling › surface modeling
developable surface modeling |
0.2 | 1 | 2015 | Sketching Folds: Developable Surfaces from Non-Planar Silhouettes · ACM Trans. Graph. 2015 |
Geometric modeling and processing › shape modeling
sketch-based modeling |
0.2 | 1 | 2015 | Sketching Folds: Developable Surfaces from Non-Planar Silhouettes · ACM Trans. Graph. 2015 |
Virtual and augmented reality › interactive storytelling
immersive storytelling |
0.1 | 1 | 2017 | A system for creating virtual reality content from make-believe games · VR 2017 |
Methods — techniques the papers use, named apart from their topics
kinect · 0.3gesture capture · 0.3facial expression capture · 0.3IMU sensors · 0.3zippering algorithm · 0.2developability optimization · 0.2
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2017 | A system for creating virtual reality content from make-believe gamesabstractPretend play is a storytelling technique, naturally used from very young ages, which relies on object substitution to represent the characters of the imagined story. We propose a system which assists the storyteller by generating a virtualized story from a recorded dialogue performed with 3D printed figurines. We capture the gestures and facial expressions of the storyteller using Kinect cameras and IMU sensors and transfer them to their virtual counterparts in the story-world. As a proof-of-concept, we demonstrate our system with an improvised story involving a prince and a witch, which was successfully recorded and transferred into 3D animation. Adela Barbulescu, Maxime Garcia, Antoine Bégault, Marie-Paule Cani, Maxime Portaz, Alexis Viand, Romain Dulery, Laurence Boissieux, Pierre Heinish, Rémi Ronfard, Dominique Vaufreydaz |
VR | 3 |
| 2017 | Deformation Grammars: Hierarchical Constraint Preservation Under DeformationabstractAbstract Deformation grammars are a novel procedural framework enabling to sculpt hierarchical 3D models in an object‐dependent manner. They process object deformations as symbols thanks to user‐defined interpretation rules. We use them to define hierarchical deformation behaviours tailored for each model, and enabling any sculpting gesture to be interpreted as some adapted constraint‐preserving deformation. A variety of object‐specific constraints can be enforced using this framework, such as maintaining distributions of subparts, avoiding self‐penetrations or meeting semantic‐based user‐defined rules. The operations used to maintain constraints are kept transparent to the user, enabling them to focus on their design. We demonstrate the feasibility and the versatility of this approach on a variety of examples, implemented within an interactive sculpting system. Ulysse Vimont, Damien Rohmer, Antoine Bégault, Marie-Paule Cani |
Comput. Graph. Forum | 3 |
| 2015 | Sketching Folds: Developable Surfaces from Non-Planar SilhouettesabstractWe present the first sketch-based modeling method for developable surfaces with pre-designed folds, such as garments or leather products. The main challenge we address for building folded surfaces from sketches is that silhouette strokes on the sketch correspond to discontinuous sets of non-planar curves on the 3D model. We introduce a new zippering algorithm for progressively identifying silhouette edges on the model and tying them to silhouette strokes. Our solution ensures that the strokes are fully covered and optimally sampled by the model. This new method, interleaved with developability optimization steps, is implemented in a multiview sketching system where the user can sketch the contours of internal folds in addition to the usual silhouettes, borders, and seam lines. All strokes are interpreted as hard constraints, while developability is only optimized. The developability error map we provide then enables users to add local seams or darts where needed and progressively improve their design. This makes our method robust, even to coarse input for which no fully developable solution exists. Amaury Jung, Stefanie Hahmann, Damien Rohmer, Antoine Bégault, Laurence Boissieux, Marie-Paule Cani |
ACM Trans. Graph. | 4 |