Demo Data from EDBT 2026 / reviewers in the wild / expert
François Faure
dblp:20/6775
· DBLP profile ↗
32ranked-venue papers
5as first author
1since 2021 · last 2022
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 28 · 5 first-authorHuman-computer interaction and ubiquitous computing · 3Applied, interdisciplinary, general and emerging computing · 3 · 1 since 2021Artificial intelligence and machine learning · 2Systems, architecture and hardware · 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
11 papers |
Computer animation and physical simulation · 58% Geometric modeling and processing · 36% Rendering · 6% | |
| Interdisciplinary, comprehensive, and emerging computing
1 paper |
Medical and health informatics · 100% |
Topics — the 20 heaviest of 22, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Computer animation and physical simulation › deformable body simulation
deformable solid simulation |
0.3 | 2 | 2015 | Stable constrained dynamics · ACM Trans. Graph. 2015 Sparse meshless models of complex deformable solids · ACM Trans. Graph. 2011 |
Computer animation and physical simulation
deformable body simulation |
0.3 | 3 | 2010 | Volume contact constraints at arbitrary resolution · ACM Trans. Graph. 2010 A simple approach to nonlinear tensile stiffness for accurate cloth simulation · ACM Trans. Graph. 2009 Preserving topology and elasticity for embedded deformable models · ACM Trans. Graph. 2009 |
Computer animation and physical simulation › multibody dynamics simulation
constrained dynamics |
0.2 | 1 | 2015 | Stable constrained dynamics · ACM Trans. Graph. 2015 |
Computer animation and physical simulation › deformable body simulation
elasticity simulation |
0.2 | 1 | 2015 | Stable constrained dynamics · ACM Trans. Graph. 2015 |
Geometric modeling and processing
collision detection |
0.2 | 2 | 2012 | Adaptive image-based intersection volume · ACM Trans. Graph. 2012 An Intestinal Surgery Simulator: Real-Time Collision Processing and Visualization · IEEE Trans. Vis. Comput. Graph. 2004 |
Geometric modeling and processing › computer-aided design
assembly modeling |
0.2 | 1 | 2014 | Computation of components' interfaces in highly complex assemblies · Comput. Aided Des. 2014 |
Geometric modeling and processing
shape deformation |
0.2 | 1 | 2013 | Anatomy transfer · ACM Trans. Graph. 2013 |
Rendering › volume rendering
ray casting |
0.1 | 1 | 2012 | Adaptive image-based intersection volume · ACM Trans. Graph. 2012 |
Geometric modeling and processing › 3d reconstruction
volume intersection |
0.1 | 1 | 2012 | Adaptive image-based intersection volume · ACM Trans. Graph. 2012 |
Geometric modeling and processing
deformable models |
0.1 | 1 | 2011 | Frame-based elastic models · ACM Trans. Graph. 2011 |
Computer animation and physical simulation
meshless simulation |
0.1 | 1 | 2011 | Sparse meshless models of complex deformable solids · ACM Trans. Graph. 2011 |
Computer animation and physical simulation
skinning |
0.1 | 1 | 2011 | Frame-based elastic models · ACM Trans. Graph. 2011 |
Computer animation and physical simulation
contact simulation |
0.1 | 1 | 2010 | Volume contact constraints at arbitrary resolution · ACM Trans. Graph. 2010 |
Computer animation and physical simulation › contact simulation
frictional contact |
0.1 | 1 | 2010 | Volume contact constraints at arbitrary resolution · ACM Trans. Graph. 2010 |
Computer animation and physical simulation
cloth simulation |
0.1 | 1 | 2009 | A simple approach to nonlinear tensile stiffness for accurate cloth simulation · ACM Trans. Graph. 2009 |
Rendering
real-time rendering |
0.0 | 1 | 2004 | An Intestinal Surgery Simulator: Real-Time Collision Processing and Visualization · IEEE Trans. Vis. Comput. Graph. 2004 |
Geometric modeling and processing
mesh processing |
0.0 | 1 | 2009 | Preserving topology and elasticity for embedded deformable models · ACM Trans. Graph. 2009 |
Computer animation and physical simulation › motion control
constraint-based animation |
0.0 | 1 | 1999 | Fast Iterative Refinement of Articulated Solid Dynamics · IEEE Trans. Vis. Comput. Graph. 1999 |
Medical and health informatics › medical simulation
surgical simulation |
0.0 | 1 | 2004 | An Intestinal Surgery Simulator: Real-Time Collision Processing and Visualization · IEEE Trans. Vis. Comput. Graph. 2004 |
Computer animation and physical simulation
real-time simulation |
0.0 | 1 | 1999 | Fast Iterative Refinement of Articulated Solid Dynamics · IEEE Trans. Vis. Comput. Graph. 1999 |
Methods — techniques the papers use, named apart from their topics
continuum mechanics · 0.2linear solver · 0.2geometric stiffness · 0.2constraint-based simulation · 0.2geometric computation · 0.2laplacian deformation · 0.2non-uniform ray sampling · 0.1error bound polynomial image · 0.1skeleton subspace deformation · 0.1radial basis functions · 0.1stochastic collision detection · 0.0generalized cylinder · 0.0adaptive sampling · 0.0
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2022 | IASI-NG System: An Overview of the Current Design and PerformancesabstractDeveloped in the frame of the EUMETSAT Polar System Second Generation (EPS-SG) by CNES, the IASI-NG System is in charge of providing geo-localized, calibrated (spectrally and radiometrically) and apodized radiances to be used in the elaboration of geophysical products giving information on variables of the atmosphere, the ocean and land surfaces. It is composed of a space segment (IASI-NG instruments), and a ground segment (the IASI-NG L1C Processing Chain L1CPOP and the IASI-NG Expertise enter IASTEC). The objective of this system is to provide performances twice better than its predecessor IASI first generation, as well for spectral resolution than for radiometric noise. To deal with the totally new instrumental concept the Level 1 algorithms in charge of correcting the defaults induced by the instrument and calibrating the data have been also redesigned. Today, IASI-NG instrument integration is completed and will soon start the last phases of performances verification, both at ambient and under thermal vacuum, before being integrated on the METOP-SG A satellite. The first version of the Level 1 C operational processor has been developed and integrated in the EPS-SG mission center. And finally, the development of the IASING expertise center (IASTEC) will also start this year. Results of the performances at system and mission level, taking into account in particular the latest instrument performances test results and analyses, give very encouraging results. As expected, the radiances that will be delivered by IASI-NG should have an enhanced quality compared to current infrared radiances delivered by meteorological satellites. Eric Jurado, Clémence Le Fèvre, François Bermudo, Alain Rosak, Antoine Penquer, Jérémie Ansart, Elisa Baldit, Roseline Schmisser, Quentin Cébe, Naty Citlali Cabrera Gutierrez, Lionel Carminati, François Faure |
IGARSS | 12 |
| 2017 | Anatomical augmented reality with 3D commodity tracking and image-space alignment
Armelle Bauer, Debanga Raj Neog, Ali-Hamadi Dicko, Dinesh K. Pai, François Faure, Olivier Palombi, Jocelyne Troccaz |
Comput. Graph. | 5 |
| 2017 | Adaptive Physically Based Models in Computer GraphicsabstractAbstract One of the major challenges in physically based modelling is making simulations efficient. Adaptive models provide an essential solution to these efficiency goals. These models are able to self‐adapt in space and time, attempting to provide the best possible compromise between accuracy and speed. This survey reviews the adaptive solutions proposed so far in computer graphics. Models are classified according to the strategy they use for adaptation, from time‐stepping and freezing techniques to geometric adaptivity in the form of structured grids, meshes and particles. Applications range from fluids, through deformable bodies, to articulated solids. Pierre-Luc Manteaux, Christopher Wojtan, Rahul Narain, Stéphane Redon, François Faure, Marie-Paule Cani |
Comput. Graph. Forum | 5 |
| 2016 | Anatomical mirroring: real-time user-specific anatomy in motion using a commodity depth cameraabstractThis paper presents a mirror-like augmented reality (AR) system to display the internal anatomy of a user. Using a single Microsoft V2.0 Kinect, we animate in real-time a user-specific internal anatomy according to the user's motion and we superimpose it onto the user's color map, as shown in Fig.1.e. The user can visualize his anatomy moving as if he was able to look inside his own body in real-time. Armelle Bauer, Ali-Hamadi Dicko, François Faure, Olivier Palombi, Jocelyne Troccaz |
MIG | 3 |
| 2015 | 6D frictional contact for rigid bodies
C. Bouchard, Matthieu Nesme, Maxime Tournier, François Faure, Paul G. Kry |
Graphics Interface | 5 |
| 2015 | Interactive detailed cutting of thin sheetsabstractIn this paper we propose a method for the interactive detailed cutting of deformable thin sheets. Our method builds on the ability of frame-based simulation to solve for dynamics using very few control frames while embedding highly detailed geometry - here an adaptive mesh that accurately represents the cut boundaries. Our solution relies on a non-manifold grid to compute shape functions that faithfully adapt to the topological changes occurring while cutting. New frames are dynamically inserted to describe new regions. We provide incremental mechanisms for updating simulation data, enabling us to achieve interactive rates. We illustrate our method with examples inspired by the traditional Kirigami artform. Pierre-Luc Manteaux, Wei-Lun Sun, François Faure, Marie-Paule Cani, James F. O'Brien |
MIG | 3 |
| 2015 | Stable constrained dynamicsabstractWe present a unification of the two main approaches to simulate deformable solids, namely elasticity and constraints. Elasticity accurately handles soft to moderately stiff objects, but becomes numerically hard as stiffness increases. Constraints efficiently handle high stiffness, but when integrated in time they can suffer from instabilities in the nullspace directions, generating spurious transverse vibrations when pulling hard on thin inextensible objects or articulated rigid bodies. We show that geometric stiffness, the tensor encoding the change of force directions (as opposed to intensities) in response to a change of positions, is the missing piece between the two approaches. This previously neglected stiffness term is easy to implement and dramatically improves the stability of inextensible objects and articulated chains, without adding artificial bending forces. This allows time step increases up to several orders of magnitude using standard linear solvers. Maxime Tournier, Matthieu Nesme, Benjamin Gilles, François Faure |
ACM Trans. Graph. | 4 |
| 2014 | Seamless adaptivity of elastic models
Maxime Tournier, Matthieu Nesme, François Faure, Benjamin Gilles |
Graphics Interface | 3 |
| 2014 | Computation of components' interfaces in highly complex assemblies
François Jourdes, Georges-Pierre Bonneau, Stefanie Hahmann, Jean-Claude Léon, François Faure |
Comput. Aided Des. | 5 |
| 2014 | Velocity-based adaptivity of deformable models
Maxime Tournier, Matthieu Nesme, François Faure, Benjamin Gilles |
Comput. Graph. | 3 |
| 2013 | Anatomy transferabstractCharacters with precise internal anatomy are important in film and visual effects, as well as in medical applications. We propose the first semi-automatic method for creating anatomical structures, such as bones, muscles, viscera and fat tissues. This is done by transferring a reference anatomical model from an input template to an arbitrary target character, only defined by its boundary representation (skin). The fat distribution of the target character needs to be specified. We can either infer this information from MRI data, or allow the users to express their creative intent through a new editing tool. The rest of our method runs automatically: it first transfers the bones to the target character, while maintaining their structure as much as possible. The bone layer, along with the target skin eroded using the fat thickness information, are then used to define a volume where we map the internal anatomy of the source model using harmonic (Laplacian) deformation. This way, we are able to quickly generate anatomical models for a large range of target characters, while maintaining anatomical constraints. Ali-Hamadi Dicko, Tiantian Liu 0002, Benjamin Gilles, Ladislav Kavan, François Faure, Olivier Palombi, Marie-Paule Cani |
ACM Trans. Graph. | 5 |
| 2012 | Adaptive image-based intersection volumeabstractA method for image-based contact detection and modeling, with guaranteed precision on the intersection volume, is presented. Unlike previous image-based methods, our method optimizes a nonuniform ray sampling resolution and allows precise control of the volume error. By cumulatively projecting all mesh edges into a generalized 2D texture, we construct a novel data structure, the Error Bound Polynomial Image (EBPI), which allows efficient computation of the maximum volume error as a function of ray density. Based on a precision criterion, EBPI pixels are subdivided or clustered. The rays are then cast in the projection direction according to the non-uniform resolution. The EBPI data, combined with ray-surface intersection points and normals, is also used to detect transient edges at surface intersections. This allows us to model intersection volumes at arbitrary resolution, while avoiding the geometric computation of mesh intersections. Moreover, the ray casting acceleration data structures can be reused for the generation of high quality images. François Faure, Dinesh K. Pai |
ACM Trans. Graph. | 2 |
| 2011 | Automatic Localization and Quantification of Intracranial Aneurysms
Sahar Hassan, Franck Hétroy-Wheeler, François Faure, Olivier Palombi |
CAIP (1) | 3 |
| 2011 | Symposium on Computer Animation 2010
Caroline Larboulette, François Faure |
Comput. Graph. Forum | 2 |
| 2011 | Sparse meshless models of complex deformable solidsabstractA new method to simulate deformable objects with heterogeneous material properties and complex geometries is presented. Given a volumetric map of the material properties and an arbitrary number of control nodes, a distribution of the nodes is computed automatically, as well as the associated shape functions. Reference frames attached to the nodes are used to apply skeleton subspace deformation across the volume of the objects. A continuum mechanics formulation is derived from the displacements and the material properties. We introduce novel material-aware shape functions in place of the traditional radial basis functions used in meshless frameworks. In contrast with previous approaches, these allow coarse deformation functions to efficiently resolve non-uniform stiffnesses. Complex models can thus be simulated at high frame rates using a small number of control nodes. François Faure, Benjamin Gilles, Guillaume Bousquet, Dinesh K. Pai |
ACM Trans. Graph. | 1 |
| 2011 | Frame-based elastic modelsabstractWe present a new type of deformable model which combines the realism of physically-based continuum mechanics models and the usability of frame-based skinning methods. The degrees of freedom are coordinate frames. In contrast with traditional skinning, frame positions are not scripted but move in reaction to internal body forces. The displacement field is smoothly interpolated using dual quaternion blending. The deformation gradient and its derivatives are computed at each sample point of a deformed object and used in the equations of Lagrangian mechanics to achieve physical realism. This allows easy and very intuitive definition of the degrees of freedom of the deformable object. The meshless discretization allows on-the-fly insertion of frames to create local deformations where needed. We formulate the dynamics of these models in detail and describe some precomputations that can be used for speed. We show that our method is effective for behaviors ranging from simple unimodal deformations to complex realistic deformations comparable with Finite Element simulations. To encourage its use, the software will be freely available in the simulation platform SOFA. Benjamin Gilles, Guillaume Bousquet, François Faure, Dinesh K. Pai |
ACM Trans. Graph. | 3 |
| 2010 | Multi-GPU and Multi-CPU Parallelization for Interactive Physics Simulations
Everton Hermann, Bruno Raffin, François Faure, Jérémie Allard |
Euro-Par (2) | 3 |
| 2010 | An In-Orbit Radiometric Calibration Method of the Geostationary Ocean Color ImagerabstractThe Geostationary Ocean Color Imager (GOCI) has been developed for the first time to provide multispectral data which is useful to detect, monitor, and predict short-term changes of coastal ocean environment around the Korean Peninsula from a geostationary platform. In this paper, an in-orbit solar calibration method for GOCI is introduced. Based on the radiometric model of GOCI, solar calibration method using onboard calibration devices has been constructed. A nonlinear radiometric model has been validated using test results obtained during ground tests. The gain parameters of the GOCI radiometric model will be continually updated by the in-orbit solar calibration. The GOCI is equipped with two onboard calibration devices: Solar Diffuser (SD) and Diffuser Aging Monitoring Device (DAMD). The SD, which is located in front of a pointing mirror covering full aperture of the GOCI, is used for calibrating end-to-end radiometric response. The DAMD, which covers partial aperture, detects a potential degradation of the SD. Gum-Sil Kang, Pierre Coste, Heongsik Youn, François Faure, Seongbong Choi |
IEEE Trans. Geosci. Remote. Sens. | 4 |
| 2010 | Volume contact constraints at arbitrary resolutionabstractWe 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. | 2 |
| 2009 | Modal Locomotion: Animating Virtual Characters with Natural VibrationsabstractAbstract We present a general method to intuitively create a wide range of locomotion controllers for 3D legged characters. The key of our approach is the assumption that efficient locomotion can exploit the natural vibration modes of the body, where these modes are related to morphological parameters such as the shape, size, mass, and joint stiffness. The vibration modes are computed for a mechanical model of any 3D character with rigid bones, elastic joints, and additional constraints as desired. A small number of vibration modes can be selected with respect to their relevance to locomotion patterns and combined into a compact controller driven by very few parameters. We show that these controllers can be used in dynamic simulations of simple creatures, and for kinematic animations of more complex creatures of a variety of shapes and sizes. Paul G. Kry, Lionel Revéret, François Faure, Marie-Paule Cani |
Comput. Graph. Forum | 3 |
| 2009 | Preserving topology and elasticity for embedded deformable modelsabstractIn this paper we introduce a new approach for the embedding of linear elastic deformable models. Our technique results in significant improvements in the efficient physically based simulation of highly detailed objects. First, our embedding takes into account topological details, that is, disconnected parts that fall into the same coarse element are simulated independently. Second, we account for the varying material properties by computing stiffness and interpolation functions for coarse elements which accurately approximate the behaviour of the embedded material. Finally, we also take into account empty space in the coarse embeddings, which provides a better simulation of the boundary. The result is a straightforward approach to simulating complex deformable models with the ease and speed associated with a coarse regular embedding, and with a quality of detail that would only be possible at much finer resolution. Matthieu Nesme, Paul G. Kry, Lenka Jerábková, François Faure |
ACM Trans. Graph. | 4 |
| 2009 | A simple approach to nonlinear tensile stiffness for accurate cloth simulationabstractRecent mechanical models for cloth simulation have evolved toward accurate representation of elastic stiffness based on continuum mechanics, converging to formulations that are largely analogous to fast finite element methods. In the context of tensile deformations, these formulations usually involve the linearization of tensors, so as to express linear elasticity in a simple way. However, this approach needs significant adaptations and approximations for dealing with the nonlinearities resulting from large cloth deformations. Toward our objective of accurately simulating the nonlinear properties of cloth, we show that this linearization can indeed be avoided and replaced by adapted strain-stress laws that precisely describe the nonlinear behavior of the material. This leads to highly streamlined computations that are particularly efficient for simulating the nonlinear anisotropic tensile elasticity of highly deformable surfaces. We demonstrate the efficiency of this method with examples related to accurate garment simulation from experimental tensile curves measured on actual materials. Pascal Volino, Nadia Magnenat-Thalmann, François Faure |
ACM Trans. Graph. | 3 |
| 2005 | Collision Detection for Deformable ObjectsabstractAbstract Interactive environments for dynamically deforming objects play an important role in surgery simulation and entertainment technology. These environments require fast deformable models and very efficient collision handling techniques. While collision detection for rigid bodies is well investigated, collision detection for deformable objects introduces additional challenging problems. This paper focuses on these aspects and summarizes recent research in the area of deformable collision detection. Various approaches based on bounding volume hierarchies, distance fields and spatial partitioning are discussed. In addition, image‐space techniques and stochastic methods are considered. Applications in cloth modeling and surgical simulation are presented. Matthias Teschner, Stefan Kimmerle, Bruno Heidelberger, Gabriel Zachmann, Laks Raghupathi, Arnulph Fuhrmann, Marie-Paule Cani, François Faure, Nadia Magnenat-Thalmann, Wolfgang Straßer, Pascal Volino |
Comput. Graph. Forum | 8 |
| 2005 | A layered model of a virtual human intestine for surgery simulation
Laure France, Julien Lenoir, Alexis Angelidis, Philippe Meseure, Marie-Paule Cani, François Faure, Christophe Chaillou |
Medical Image Anal. | 6 |
| 2004 | An Intestinal Surgery Simulator: Real-Time Collision Processing and VisualizationabstractThis research work is aimed toward the development of a VR-based trainer for colon cancer removal. It enables the surgeons to interactively view and manipulate the concerned virtual organs as during a real surgery. First, we present a method for animating the small intestine and the mesentery (the tissue that connects it to the main vessels) in real-time, thus enabling user interaction through virtual surgical tools during the simulation. We present a stochastic approach for fast collision detection in highly deformable, self-colliding objects. A simple and efficient response to collisions is also introduced in order to reduce the overall animation complexity. Second, we describe a new method based on generalized cylinders for fast rendering of the intestine. An efficient curvature detection method, along with an adaptive sampling algorithm, is presented. This approach, while providing improved tessellation without the classical self-intersection problem, also allows for high-performance rendering thanks to the new 3D skinning feature available in recent GPUs. The rendering algorithm is also designed to ensure a guaranteed frame rate. Finally, we present the quantitative results of the simulations and describe the qualitative feedback obtained from the surgeons. Laks Raghupathi, Laurent Grisoni, François Faure, Damien Marchal, Marie-Paule Cani, Christophe Chaillou |
IEEE Trans. Vis. Comput. Graph. | 3 |
| 2003 | A Procedural Approach to Animate Interactive Natural SceneriesabstractThis paper presents a method for animating and rendering an interactive natural scenery in real-time. It improves the prairie model of [I I I] by enabling the on-the-fly generation of blades of grass, at three different levels of detail, from user-specified density maps. A new animation function, the tread on grass, is defined to allow virtual objects or characters to crush the grass. The resulting grass model is incorporated into a more complex natural scene with the adjunction of trees that respond to the same wind. Results are illustrated by the real-time animation of autonomous virtual humans interacting with this natural scenery. Sylvain Guerraz, Frank Perbet, David Raulo, François Faure, Marie-Paule Cani |
CASA | 4 |
| 1999 | Collaborative Animation over the NetworkabstractThe continuously increasing complexity of computer animations makes it necessary to rely on the knowledge of various experts to cover the different areas of computer graphics and animation. This fact leads to increasing effort being put into research concerning cooperative working over the Internet. However, it still requires substantial effort and time to combine different animation techniques in a common virtual environment. When trying to perform collaborative animation over a network, we often face the problem of having to combine animation systems and applications based on different software and hardware and using incompatible data structures. We present an approach, based on a client-server architecture and employing a VRML based language as common interchange format, that allows inhomogeneous systems to be easily incorporated into a collaborative animation. The applications can be freed from employing plug-ins or libraries to link into a common animation platform; they keep a local copy of the global scene and only need the ability to export the internal data representation into the so called "PaVRML" language, the language used to exchange data and synchronize clients. This approach allows a number of practitioners to share their know-how within a common animation without requiring the huge amount of work necessary to port their application to a common platform. It also makes it possible in the first place to combine the capabilities of different animation systems into a single complex animation. We also investigate solutions to optimize the network load for real time applications. We present preliminary results and discuss the future developments of this ongoing work. François Faure, Chris Faisstnauer, Gerd Hesina, Amaury Aubel, Marc Escher, Frédéric Labrosse, Jean-Christophe Nebel, Jean-Dominique Gascuel |
CA | 1 |
| 1999 | Occlusion in Collaborative Augmented Environments
Anton L. Fuhrmann, Gerd Hesina, François Faure, Michael Gervautz |
EGVE | 3 |
| 1999 | Occlusion in collaborative augmented environments
Anton L. Fuhrmann, Gerd Hesina, François Faure, Michael Gervautz |
Comput. Graph. | 3 |
| 1999 | Fast Iterative Refinement of Articulated Solid DynamicsabstractA new dynamics algorithm for articulated solid animation is presented. It provides enhancements of computational efficiency and accuracy control with respect to previous solutions. Iterative refinement allows us to perform interactive animations which could be only computed off-line using previous methods. The efficiency results from managing two sets of constraints associated with the kinematic graph, and proceeding in two steps. First, the acyclic constraints are solved in linear time. An iterative process then reduces the closed-loop errors while maintaining the acyclic constraints. This allows the user to efficiently trade off accuracy for computation time. We analyze the complexity and investigate practical efficiency compared with other approaches. In contrast with previous research, we present a single method which is computationally efficient for acyclic bodies as well as for mesh-like bodies. The accuracy control is provided by the iterative improvement performed by the algorithm and also from the existence of two constraint priority levels induced by the method. Used in conjunction with a robust integration scheme, this new algorithm allows the interactive animation of scenes containing a few thousand geometric constraints, including closed loops. It has been successfully applied to real-time simulations. François Faure |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 1996 | An Energy-Based Approach for Contact Force ComputationabstractAbstract A new approach for computing resting contact forces between solids is presented, which handles both static and sliding friction, while avoiding the problems arising from previous approaches. Each iteration provides values for all unknowns and needs a constant computation time. The first iteration is a global dynamic solution involving inertia and external forces. The subsequent iterations consist of global redistributions of energy through the solids in order to restrict the values within correct bounds, leading to a progressive refinement of the solution. This allows the termination of the computation when a user‐defined level of precision is reached. Convergence is proven in the frictionless case. The method is concise and is easily usable in a motion control system. It was implemented and tested on some examples involving simultaneously static and sliding friction along with motion control. François Faure |
Comput. Graph. Forum | 1 |
| 1995 | Inverting the Reflectance Map with Binary Search
François Faure |
CAIP | 1 |