EDBT 2026 Demo / reviewers in the wild / expert
Rémi Ronfard
dblp:23/4044
· DBLP profile ↗
40ranked-venue papers
8as first author
3since 2021 · last 2023
0000-0003-4830-5690ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 29 · 7 first-author · 1 since 2021Artificial intelligence and machine learning · 21 · 2 first-author · 1 since 2021Human-computer interaction and ubiquitous computing · 3 · 1 since 2021Software engineering, systems software and programming languages · 2Databases, data management, data science and information retrieval · 1Applied, 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.
| Computer graphics and multimedia
8 papers |
Computer animation and physical simulation · 45% Geometric modeling and processing · 38% Virtual and augmented reality · 10% | |
| Artificial intelligence
7 papers |
Video understanding and tracking · 50% Image recognition and object detection · 15% Generative modeling · 15% |
Topics — the 30 heaviest of 41, 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 |
Visual content generation and editing › video editing
automatic video editing |
0.2 | 1 | 2015 | Continuity Editing for 3D Animation · AAAI 2015 |
Computer animation and physical simulation › character animation
character motion |
0.2 | 1 | 2015 | Space-time sketching of character animation · ACM Trans. Graph. 2015 |
Computer animation and physical simulation › animation authoring
sketch animation |
0.2 | 1 | 2015 | Space-time sketching of character animation · ACM Trans. Graph. 2015 |
Computer animation and physical simulation
virtual cinematography |
0.2 | 1 | 2015 | Continuity Editing for 3D Animation · AAAI 2015 |
Geometric modeling and processing › solid modeling
non-manifold topology |
0.2 | 1 | 2014 | Vector graphics complexes · ACM Trans. Graph. 2014 |
Geometric modeling and processing › solid modeling
topological modeling |
0.2 | 1 | 2014 | Vector graphics complexes · ACM Trans. Graph. 2014 |
Geometric modeling and processing › shape modeling › shape editing › mesh editing
topology editing |
0.2 | 1 | 2014 | Vector graphics complexes · ACM Trans. Graph. 2014 |
Geometric modeling and processing › shape representation
vector graphics |
0.2 | 1 | 2014 | Vector graphics complexes · ACM Trans. Graph. 2014 |
Computer vision › Video understanding and tracking › object tracking
appearance modeling |
0.2 | 1 | 2013 | Detecting and Naming Actors in Movies Using Generative Appearance Models · CVPR 2013 |
Machine learning › Generative modeling › generative model
generative appearance model |
0.2 | 1 | 2013 | Detecting and Naming Actors in Movies Using Generative Appearance Models · CVPR 2013 |
Computer vision › Image recognition and object detection › object detection › category-specific object detection
person detection |
0.2 | 1 | 2013 | Detecting and Naming Actors in Movies Using Generative Appearance Models · CVPR 2013 |
Geometric modeling and processing › deformation modeling
character deformation |
0.2 | 1 | 2013 | The line of action: an intuitive interface for expressive character posing · ACM Trans. Graph. 2013 |
Computer animation and physical simulation › character animation
character posing |
0.2 | 1 | 2013 | The line of action: an intuitive interface for expressive character posing · ACM Trans. Graph. 2013 |
Geometric modeling and processing › registration
pose alignment |
0.2 | 1 | 2013 | The line of action: an intuitive interface for expressive character posing · ACM Trans. Graph. 2013 |
Computer vision › Video understanding and tracking
action recognition |
0.1 | 2 | 2007 | Action Recognition from Arbitrary Views using 3D Exemplars · ICCV 2007 Automatic Discovery of Action Taxonomies from Multiple Views · CVPR (2) 2006 |
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 |
Computer vision › Video understanding and tracking › object tracking
human motion tracking |
0.1 | 1 | 2008 | Human Motion Tracking with a Kinematic Parameterization of Extremal Contours · Int. J. Comput. Vis. 2008 |
Computer vision › 3D vision › human body modeling
3d human modeling |
0.1 | 1 | 2007 | Action Recognition from Arbitrary Views using 3D Exemplars · ICCV 2007 |
Computer vision › Video understanding and tracking › action recognition › robust action recognition
view-invariant action recognition |
0.1 | 1 | 2007 | Action Recognition from Arbitrary Views using 3D Exemplars · ICCV 2007 |
Geometric modeling and processing › shape matching
skeleton-based matching |
0.1 | 1 | 2015 | Space-time sketching of character animation · ACM Trans. Graph. 2015 |
Robotics › Robot manipulation
action primitive |
0.1 | 1 | 2006 | Automatic Discovery of Action Taxonomies from Multiple Views · CVPR (2) 2006 |
Computer vision › Video understanding and tracking
action segmentation |
0.1 | 1 | 2006 | Automatic Discovery of Action Taxonomies from Multiple Views · CVPR (2) 2006 |
Computer animation and physical simulation
keyframe animation |
0.0 | 1 | 2013 | The line of action: an intuitive interface for expressive character posing · ACM Trans. Graph. 2013 |
Multimedia analysis and retrieval › multimedia browsing
video browsing |
0.0 | 1 | 2004 | Reading movies: an integrated DVD player for browsing movies and their scripts · ACM Multimedia 2004 |
Computer vision › Segmentation and scene understanding
human parsing |
0.0 | 1 | 2002 | Learning to Parse Pictures of People · ECCV (4) 2002 |
Machine learning › Probabilistic and Bayesian machine learning › structured models › latent variable model
hidden markov model |
0.0 | 1 | 2007 | Action Recognition from Arbitrary Views using 3D Exemplars · ICCV 2007 |
Data mining
clustering |
0.0 | 1 | 2006 | Automatic Discovery of Action Taxonomies from Multiple Views · CVPR (2) 2006 |
Methods — techniques the papers use, named apart from their topics
optimization · 0.4kinect · 0.3gesture capture · 0.3facial expression capture · 0.3IMU sensors · 0.3semi-markov model · 0.2projective constraints · 0.2keyframe modeling · 0.2dynamic programming · 0.2closed-form matching · 0.2maximum likelihood estimation · 0.2generative model · 0.2multi-view reconstruction · 0.1kinematic parameterization · 0.1latent variable projection · 0.1exemplar-based HMM · 0.13d occupancy grid · 0.1motion descriptors · 0.1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2023 | Text-to-movie authoring of anatomy lessons
Vaishnavi Ameya Murukutla, Elie Cattan, Benjamin Lecouteux, Rémi Ronfard, Olivier Palombi |
Artif. Intell. Medicine | 4 |
| 2022 | Visualizing Isadora Duncan's movements qualitiesabstractWe present a new abstract representation of choreographic motion that conveys the movement quality of fluidity that is central to the style of modern dance pioneer Isadora Duncan. We designed our model through a collaboration with an expert Duncanian dancer, using five flexible ribbons joining at the solar plexus and animated it from motion capture data using a tailored optimization-based algorithm. We display our model in a Hololens headset and provide features that allow to visualize and manipulate it in order to understand and learn Duncan’s choreographic style. Through a series of workshops, we explored our system with professional dancers and were able to observe how it provides them with an immersive experience of a novel visualization of Duncan movement qualities in a way that was not possible with traditional human-like or skeleton-based representations. Manon Vialle, Sarah Fdili Alaoui, Mélina Skouras, Vennila Vilvanathan, Elisabeth Schwartz, Rémi Ronfard |
Creativity & Cognition | 6 |
| 2021 | Film Directing for Computer Games and AnimationabstractAbstract Over the last forty years, researchers in computer graphics have proposed a large variety of theoretical models and computer implementations of a virtual film director, capable of creating movies from minimal input such as a screenplay or storyboard. The underlying film directing techniques are also in high demand to assist and automate the generation of movies in computer games and animation. The goal of this survey is to characterize the spectrum of applications that require film directing, to present a historical and up‐to‐date summary of research in algorithmic film directing, and to identify promising avenues and hot topics for future research. Rémi Ronfard |
Comput. Graph. Forum | 1 |
| 2019 | Text-to-Movie Authoring of Anatomy Lessons
Vaishnavi Ameya Murukutla, Elie Cattan, Olivier Palombi, Rémi Ronfard |
AIME | 4 |
| 2019 | Spatial Motion Doodles: Sketching Animation in VR Using Hand Gestures and Laban Motion AnalysisabstractWe present a method for easily drafting expressive character animation by playing with instrumented rigid objects. We parse the input 6D trajectories (position and orientation over time) – called spatial motion doodles – into sequences of actions and convert them into detailed character animations using a dataset of parameterized motion clips which are automatically fitted to the doodles in terms of global trajectory and timing. Moreover, we capture the expressiveness of user-manipulation by analyzing Laban effort qualities in the input spatial motion doodles and transferring them to the synthetic motions we generate. We validate the ease of use of our system and the expressiveness of the resulting animations through a series of user studies, showing the interest of our approach for interactive digital storytelling applications dedicated to children and non-expert users, as well as for providing fast drafting tools for animators. Maxime Garcia, Rémi Ronfard, Marie-Paule Cani |
MIG | 2 |
| 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 | 10 |
| 2017 | Zooming On All Actors: Automatic Focus+Context Split Screen Video GenerationabstractRecordings of stage performances are easy to capture with a high-resolution camera, but are difficult to watch because the actors' faces are too small. We present an approach to automatically create a split screen video that transforms these recordings to show both the context of the scene as well as close-up details of the actors. Given a static recording of a stage performance and tracking information about the actors positions, our system generates videos showing a focus+context view based on computed close-up camera motions using crop-and zoom. The key to our approach is to compute these camera motions such that they are cinematically valid close-ups and to ensure that the set of views of the different actors are properly coordinated and presented. We pose the computation of camera motions as convex optimization that creates detailed views and smooth movements, subject to cinematic constraints such as not cutting faces with the edge of the frame. Additional constraints link the close up views of each actor, causing them to merge seamlessly when actors are close. Generated views are placed in a resulting layout that preserves the spatial relationships between actors. We demonstrate our results on a variety of staged theater and dance performances. Moneish Kumar, Vineet Gandhi, Rémi Ronfard, Michael Gleicher |
Comput. Graph. Forum | 3 |
| 2017 | Which prosodic features contribute to the recognition of dramatic attitudes?
Adela Barbulescu, Rémi Ronfard, Gérard Bailly |
Speech Commun. | 2 |
| 2016 | Characterization of Audiovisual Dramatic AttitudesabstractInternational audience Adela Barbulescu, Rémi Ronfard, Gérard Bailly |
INTERSPEECH | 2 |
| 2015 | Continuity Editing for 3D AnimationabstractWe describe an optimization-based approach for automatically creating well-edited movies from a 3D animation. While previous work has mostly focused on the problem of placing cameras to produce nice-looking views of the action, the problem of cutting and pasting shots from all available cameras has never been addressed extensively. In this paper, we review the main causes of editing errors in literature and propose an editing model relying on a minimization of such errors. We make a plausible semi-Markov assumption, resulting in a dynamic programming solution which is computationally efficient. We also show that our method can generate movies with different editing rhythms and validate the results through a user study. Combined with state-of-the-art cinematography, our approach therefore promises to significantly extend the expressiveness and naturalness of virtual movie-making. Quentin Galvane, Rémi Ronfard, Christophe Lino, Marc Christie |
AAAI | 2 |
| 2015 | Curtains Up! Lights, Camera, Action! Documenting the Creation of Theater and Opera Productions with Linked Data and Web Technologies
Thomas Steiner, Rémi Ronfard, Pierre-Antoine Champin, Benoît Encelle, Yannick Prié |
ICWE | 2 |
| 2015 | Camera-on-rails: automated computation of constrained camera pathsabstractWhen creating real or computer graphics movies, the questions of how to layout elements on the screen, together with how to move the cameras in the scene are crucial to properly conveying the events composing a narrative. Though there is a range of techniques to automatically compute camera paths in virtual environments, none have seriously considered the problem of generating realistic camera motions even for simple scenes. Among possible cinematographic devices, real cinematographers often rely on camera rails to create smooth camera motions which viewers are familiar with. Following this practice, in this paper we propose a method for generating virtual camera rails and computing smooth camera motions on these rails. Our technique analyzes characters motion and user-defined framing properties to compute rough camera motions which are further refined using constrained-optimization techniques. Comparisons with recent techniques demonstrate the benefits of our approach and opens interesting perspectives in terms of creative support tools for animators and cinematographers. Quentin Galvane, Marc Christie, Christophe Lino, Rémi Ronfard |
MIG | 4 |
| 2015 | Space-time sketching of character animationabstractWe present a space-time abstraction for the sketch-based design of character animation. It allows animators to draft a full coordinated motion using a single stroke called the space-time curve (STC). From the STC we compute a dynamic line of action (DLOA) that drives the motion of a 3D character through projective constraints. Our dynamic models for the line's motion are entirely geometric, require no pre-existing data, and allow full artistic control. The resulting DLOA can be refined by over-sketching strokes along the space-time curve, or by composing another DLOA on top leading to control over complex motions with few strokes. Additionally, the resulting dynamic line of action can be applied to arbitrary body parts or characters. To match a 3D character to the 2D line over time, we introduce a robust matching algorithm based on closed-form solutions, yielding a tight match while allowing squash and stretch of the character's skeleton. Our experiments show that space-time sketching has the potential of bringing animation design within the reach of beginners while saving time for skilled artists. Martin Guay, Rémi Ronfard, Michael Gleicher, Marie-Paule Cani |
ACM Trans. Graph. | 2 |
| 2015 | Vector graphics animation with time-varying topologyabstractWe introduce the Vector Animation Complex (VAC), a novel data structure for vector graphics animation, designed to support the modeling of time-continuous topological events. This allows features of a connected drawing to merge, split, appear, or disappear at desired times via keyframes that introduce the desired topological change. Because the resulting space-time complex directly captures the time-varying topological structure, features are readily edited in both space and time in a way that reflects the intent of the drawing. A formal description of the data structure is provided, along with topological and geometric invariants. We illustrate our modeling paradigm with experimental results on various examples. Boris Dalstein, Rémi Ronfard, Michiel van de Panne |
ACM Trans. Graph. | 2 |
| 2014 | Beyond basic emotions: expressive virtual actors with social attitudesabstractThe purpose of this work is to evaluate the contribution of audio-visual prosody to the perception of complex mental states of virtual actors. We propose that global audio-visual prosodic contours - i.e. melody, rhythm and head movements over the utterance - constitute discriminant features for both the generation and recognition of social attitudes. The hypothesis is tested on an acted corpus of social attitudes in virtual actors and evaluation is done using objective measures and perceptual tests. Adela Barbulescu, Rémi Ronfard, Gérard Bailly, Georges Gagneré, Hüseyin Çakmak |
MIG | 2 |
| 2014 | Narrative-driven camera control for cinematic replay of computer gamesabstractThis paper presents a system that generates cinematic replays for dialogue-based 3D video games. The system exploits the narrative and geometric information present in these games and automatically computes camera framings and edits to build a coherent cinematic replay of the gaming session. We propose a novel importance-driven approach to cinematic replay. Rather than relying on actions performed by characters to drive the cinematography (as in idiom-based approaches), we rely on the importance of characters in the narrative. We first devise a mechanism to compute the varying importance of the characters. We then map importances of characters with different camera specifications, and propose a novel technique that (i) automatically computes camera positions satisfying given specifications, and (ii) provides smooth camera motions when transitioning between different specifications. We demonstrate the features of our system by implementing three camera behaviors (one for master shots, one for shots on the player character, and one for reverse shots). We present results obtained by interfacing our system with a full-fledged serious game (Nothing for Dinner) containing several hours of 3D animated content. Quentin Galvane, Rémi Ronfard, Marc Christie, Nicolas Szilas |
MIG | 2 |
| 2014 | Vector graphics complexesabstractBasic topological modeling, such as the ability to have several faces share a common edge, has been largely absent from vector graphics. We introduce the vector graphics complex (VGC) as a simple data structure to support fundamental topological modeling operations for vector graphics illustrations. The VGC can represent any arbitrary non-manifold topology as an immersion in the plane, unlike planar maps which can only represent embeddings. This allows for the direct representation of incidence relationships between objects and can therefore more faithfully capture the intended semantics of many illustrations, while at the same time keeping the geometric flexibility of stacking-based systems. We describe and implement a set of topological editing operations for the VGC, including glue, unglue, cut, and uncut. Our system maintains a global stacking order for all faces, edges, and vertices without requiring that components of an object reside together on a single layer. This allows for the coordinated editing of shared vertices and edges even for objects that have components distributed across multiple layers. We introduce VGC-specific methods that are tailored towards quickly achieving desired stacking orders for faces, edges, and vertices. Boris Dalstein, Rémi Ronfard, Michiel van de Panne |
ACM Trans. Graph. | 2 |
| 2013 | Detecting and Naming Actors in Movies Using Generative Appearance ModelsabstractWe introduce a generative model for learning person and costume specific detectors from labeled examples. We demonstrate the model on the task of localizing and naming actors in long video sequences. More specifically, the actor's head and shoulders are each represented as a constellation of optional color regions. Detection can proceed despite changes in view-point and partial occlusions. We explain how to learn the models from a small number of labeled key frames or video tracks, and how to detect novel appearances of the actors in a maximum likelihood framework. We present results on a challenging movie example, with 81% recall in actor detection (coverage) and 89% precision in actor identification (naming). Vineet Gandhi, Rémi Ronfard |
CVPR | 2 |
| 2013 | Steering Behaviors for Autonomous CamerasabstractThe automated computation of appropriate viewpoints in complex 3D scenes is a key problem in a number of computer graphics applications. In particular, crowd simulations create visually complex environments with many simultaneous events for which the computation of relevant viewpoints remains an open issue. In this paper, we propose a system which enables the conveyance of events occurring in complex crowd simulations. The system relies on Reynolds' model of steering behaviors to control and locally coordinate a collection of camera agents similar to a group of reporters. In our approach, camera agents are either in a scouting mode, searching for relevant events to convey, or in a tracking mode following one or more unfolding events. The key benefit, in addition to the simplicity of the steering rules, holds in the capacity of the system to adapt to the evolving complexity of crowd simulations by self-organizing the camera agents to track interesting events. Quentin Galvane, Marc Christie, Rémi Ronfard, Chen Kim Lim, Marie-Paule Cani |
MIG | 3 |
| 2013 | The line of action: an intuitive interface for expressive character posingabstractThe line of action is a conceptual tool often used by cartoonists and illustrators to help make their figures more consistent and more dramatic. We often see the expression of characters---may it be the dynamism of a super hero, or the elegance of a fashion model---well captured and amplified by a single aesthetic line. Usually this line is laid down in early stages of the drawing and used to describe the body's principal shape. By focusing on this simple abstraction, the person drawing can quickly adjust and refine the overall pose of his or her character from a given viewpoint. In this paper, we propose a mathematical definition of the line of action (LOA), which allows us to automatically align a 3D virtual character to a user-specified LOA by solving an optimization problem. We generalize this framework to other types of lines found in the drawing literature, such as secondary lines used to place arms. Finally, we show a wide range of poses and animations that were rapidly created using our system. Martin Guay, Marie-Paule Cani, Rémi Ronfard |
ACM Trans. Graph. | 3 |
| 2011 | Computational Model of Film Editing for Interactive Storytelling
Christophe Lino, Mathieu Chollet, Marc Christie, Rémi Ronfard |
ICIDS | 4 |
| 2011 | A survey of vision-based methods for action representation, segmentation and recognition
Daniel Weinland, Rémi Ronfard, Edmond Boyer |
Comput. Vis. Image Underst. | 2 |
| 2008 | Human Motion Tracking with a Kinematic Parameterization of Extremal Contours
David Knossow, Rémi Ronfard, Radu Horaud |
Int. J. Comput. Vis. | 2 |
| 2007 | Action Recognition from Arbitrary Views using 3D ExemplarsabstractIn this paper, we address the problem of learning compact, view-independent, realistic 3D models of human actions recorded with multiple cameras, for the purpose of recognizing those same actions from a single or few cameras, without prior knowledge about the relative orientations between the cameras and the subjects. To this aim, we propose a new framework where we model actions using three dimensional occupancy grids, built from multiple viewpoints, in an exemplar-based HMM. The novelty is, that a 3D reconstruction is not required during the recognition phase, instead learned 3D exemplars are used to produce 2D image information that is compared to the observations. Parameters that describe image projections are added as latent variables in the recognition process. In addition, the temporal Markov dependency applied to view parameters allows them to evolve during recognition as with a smoothly moving camera. The effectiveness of the framework is demonstrated with experiments on real datasets and with challenging recognition scenarios. Daniel Weinland, Edmond Boyer, Rémi Ronfard |
ICCV | 3 |
| 2006 | Tracking with the Kinematics of Extremal Contours
David Knossow, Rémi Ronfard, Radu Horaud, Frederic Devernay |
ACCV (1) | 2 |
| 2006 | Automatic Discovery of Action Taxonomies from Multiple ViewsabstractWe present a new method for segmenting actions into primitives and classifying them into a hierarchy of action classes. Our scheme learns action classes in an unsupervised manner using examples recorded by multiple cameras. Segmentation and clustering of action classes is based on a recently proposed motion descriptor which can be extracted efficiently from reconstructed volume sequences. Because our representation is independent of viewpoint, it results in segmentation and classification methods which are surprisingly efficient and robust. Our new method can be used as the first step in a semi-supervised action recognition system that will automatically break down training examples of people performing sequences of actions into primitive actions that can be discriminatingly classified and assembled into high-level recognizers. Daniel Weinland, Rémi Ronfard, Edmond Boyer |
CVPR (2) | 2 |
| 2006 | Modeling people: Vision-based understanding of a person's shape, appearance, movement, and behaviour
Adrian Hilton 0001, Pascal Fua, Rémi Ronfard |
Comput. Vis. Image Underst. | 3 |
| 2006 | Free viewpoint action recognition using motion history volumes
Daniel Weinland, Rémi Ronfard, Edmond Boyer |
Comput. Vis. Image Underst. | 2 |
| 2004 | Reading movies: an integrated DVD player for browsing movies and their scriptsabstractWe have built over the last few years an integrated browser and query interface for watching a movie synchronized with its script. The system is demonstrated with the movie 'The Wizard of Oz', which was fully synchronized with its script using automated tools described elsewhere. Searchable textual descriptions and synchronization metadata (hyperlinks) are generated dynamically on the server side. Video content navigation runs in a DVD player embedded in a web browser on the client side. Thus, the owner of the DVD can connect to our site and view, search and navigate the movie shot by shot. Rémi Ronfard |
ACM Multimedia | 1 |
| 2004 | Detail-Preserving Variational Surface Design with Multiresolution ConstraintsabstractWe present a variational framework for rapid shape prototyping. The modeled shape is represented as a Catmull-Clark multiresolution subdivision surface which is interactively deformed by direct user input. Free-form design goals are formulated as constraints on the shape and the modeling problem is cast into a constrained optimization one. The focus of this paper is on handling multiresolution constraints of different kinds and on preserving surface details throughout the deformation process. Our approach eliminates the need for an explicit decomposition of the input model into frequency bands and the overhead associated with saving and restoring high-frequency detail after global shape fairing. Instead, we define a deformation vector field over the model and we optimize its energy. Surface details are considered as part of the rest shape and are preserved during free-form model editing. We explore approximating the solution of the optimization problem to various degrees to balance trade-offs between interactivity and accuracy of the results. Ioana M. Boier-Martin, Rémi Ronfard, Fausto Bernardini |
SMI | 2 |
| 2004 | Detail-Preserving Variational Surface Design with Multiresolution Constraints (Figures 5, 8, and 9)
Ioana M. Boier-Martin, Rémi Ronfard, Fausto Bernardini |
SMI | 2 |
| 2003 | A framework for aligning and indexing movies with their scriptabstractA continuity script describes very carefully the content of a movie shot by shot. This paper introduces a framework for extracting structural units such as shots, scenes, actions and dialogs from the script, and aligning them to the movie based on the longest matching subsequence between them. We present experimental results and applications of the framework with a full-length movie and discuss its applicability to large-scale film repositories. Rémi Ronfard, Tien Tran-Thuong |
ICME | 1 |
| 2002 | Learning to Parse Pictures of People
Rémi Ronfard, Cordelia Schmid, Bill Triggs |
ECCV (4) | 1 |
| 2000 | A Language for Audiovisual Template Specification and Recognition
Jean Carrive, Pierre Roy, François Pachet, Rémi Ronfard |
CP | 4 |
| 2000 | From Video Shot Clustering to Sequence SegmentationabstractSegmenting video documents into sequences from elementary shots to supply an appropriate higher level description of the video is a challenging task. The paper presents a two-stage method. First, we build a binary agglomerative hierarchical time-constrained shot clustering. Second, based on the cophenetic criterion, a breaking distance between shots is computed to detect sequence changes. Various options are implemented and compared. Real experiments have proved that the proposed criterion can be efficiently used to achieve appropriate segmentation into sequences. Emmanuel Veneau, Rémi Ronfard, Patrick Bouthemy |
ICPR | 2 |
| 1996 | Full-range Approximation of Triangulated PolyhedraabstractAbstract We propose a new algorithm for automatically computing approximations of a given polyhedral object at different levels of details. The application for this algorithm is the display of very complex scenes. where many objects are seen with a range of varying levels of detail. Our approach is similar to the region‐merging method used for image segmentation. We iteratively collapse edges, based on a measure of the geometric deviation from the initial shape. When edges are merged in the right order, this strategy produces a continuum of valid approximations of the original object, which can be used for faster rendering at vastly different scales. Rémi Ronfard, Jarek Rossignac |
Comput. Graph. Forum | 1 |
| 1996 | Implicit Simplicial Models for Adaptive Curve ReconstructionabstractParametric deformable models have been extensively and very successfully used for reconstructing free-form curves and surfaces, and for tracking nonrigid deformations, but they require previous knowledge of the topological type of the data, and good initial curve or surface estimates. With deformable models, it is also computationally expensive to check for and to prevent self-intersections while tracking deformations. The implicit simplicial models that we introduce in this paper are implicit curves and surfaces defined by piecewise linear functions. This representation allows for local deformations, control of the topological type, and prevention of self-intersections during deformations. As a first application, we also describe an algorithm for 2D curve reconstruction from unorganized sets of data points. The topology, the number of connected components, and the geometry of the data are all estimated using an adaptive space subdivision approach. The main four components of the algorithm are topology estimation, curve fitting, adaptive space subdivision, and mesh relaxation. Gabriel Taubin, Rémi Ronfard |
IEEE Trans. Pattern Anal. Mach. Intell. | 2 |
| 1994 | Triangulating Multiply-Connected Polygons: a Simple, yet Efficient AlgorithmabstractAbstract We present a new, simple, yet efficient algorithm for triangulating multiply‐connected polygons. The algorithm requires sorting only local concave minima (sags). The order in which triangles are created mimics a flooding process of the interior of the polygon. At each stage, the algorithm analyses the positions and neighborhoods of two vertices only, and possibly checks for active sags, so as to determine which of five possible actions to take. Actions are based on a local decomposition of the polygon into monotonic regions, or gorges (raise the water level in the current gorge, spill into an adjacent gorge, jump to the other bank of a filled gorge, divide a gorge into two, and fill a gorge to its top). The implementation is extremely simple and numerically robust for a large class of polygons. It has been tested on millions of cases as a preprocessing step of a walkthrough and inspection program for complex mechanical and architectural scenes. Extensive experimental results indicate that the observed complexity in terms of the number of vertices, remains under in all cases. Rémi Ronfard, Jarek Rossignac |
Comput. Graph. Forum | 1 |
| 1994 | Region-based strategies for active contour models
Rémi Ronfard |
Int. J. Comput. Vis. | 1 |
| 1990 | Object contours and boundaries in color imagesabstractThis paper illustrates the practical use of deformable contour models in the context of multi-spectral image segmentation. A discussion of color boundary energies is made, and an algorithm (Boundary Search) is presented that adaptively fits a contour line through locally optimized boundary points. Rémi Ronfard |
VCIP | 1 |