Demo Data from EDBT 2026 / reviewers in the wild / expert
Yana Nehmé
dblp:249/0716
· DBLP profile ↗
7ranked-venue papers
6as first author
5since 2021 · last 2023
0000-0001-7563-5711ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 6 · 5 first-author · 4 since 2021Human-computer interaction and ubiquitous computing · 2 · 1 first-authorArtificial intelligence and machine learning · 1 · 1 first-author · 1 since 2021
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 |
Image and video coding · 45% Multimedia systems and quality of experience · 38% Virtual and augmented reality · 17% |
Topics — the 4 heaviest of 5, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Image and video coding
quality assessment |
1.2 | 2 | 2023 | Textured Mesh Quality Assessment: Large-scale Dataset and Deep Learning-based Quality Metric · ACM Trans. Graph. 2023 Visual Quality of 3D Meshes With Diffuse Colors in Virtual Reality: Subjective and Objective Evaluation · IEEE Trans. Vis. Comput. Graph. 2021 |
Multimedia systems and quality of experience › 3d media
3d mesh quality assessment |
0.7 | 1 | 2023 | Textured Mesh Quality Assessment: Large-scale Dataset and Deep Learning-based Quality Metric · ACM Trans. Graph. 2023 |
Virtual and augmented reality › virtual environment
immersive virtual environments |
0.5 | 1 | 2021 | Visual Quality of 3D Meshes With Diffuse Colors in Virtual Reality: Subjective and Objective Evaluation · IEEE Trans. Vis. Comput. Graph. 2021 |
Multimedia systems and quality of experience
objective quality assessment |
0.5 | 1 | 2021 | Visual Quality of 3D Meshes With Diffuse Colors in Virtual Reality: Subjective and Objective Evaluation · IEEE Trans. Vis. Comput. Graph. 2021 |
Methods — techniques the papers use, named apart from their topics
deep learning · 0.7crowdsourced subjective study · 0.7subjective study · 0.5image quality metrics · 0.5
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2023 | Textured Mesh Quality Assessment: Large-scale Dataset and Deep Learning-based Quality MetricabstractOver the past decade, three-dimensional (3D) graphics have become highly detailed to mimic the real world, exploding their size and complexity. Certain applications and device constraints necessitate their simplification and/or lossy compression, which can degrade their visual quality. Thus, to ensure the best Quality of Experience, it is important to evaluate the visual quality to accurately drive the compression and find the right compromise between visual quality and data size. In this work, we focus on subjective and objective quality assessment of textured 3D meshes. We first establish a large-scale dataset, which includes 55 source models quantitatively characterized in terms of geometric, color, and semantic complexity, and corrupted by combinations of five types of compression-based distortions applied on the geometry, texture mapping, and texture image of the meshes. This dataset contains over 343k distorted stimuli. We propose an approach to select a challenging subset of 3,000 stimuli for which we collected 148,929 quality judgments from over 4,500 participants in a large-scale crowdsourced subjective experiment. Leveraging our subject-rated dataset, a learning-based quality metric for 3D graphics was proposed. Our metric demonstrates state-of-the-art results on our dataset of textured meshes and on a dataset of distorted meshes with vertex colors. Finally, we present an application of our metric and dataset to explore the influence of distortion interactions and content characteristics on the perceived quality of compressed textured meshes. Yana Nehmé, Johanna Delanoy, Florent Dupont, Jean-Philippe Farrugia, Patrick Le Callet, Guillaume Lavoué |
ACM Trans. Graph. | 1 |
| 2021 | Cmdm-Vac: Improving A Perceptual Quality Metric For 3D Graphics By Integrating A Visual Attention Complexity MeasureabstractMany objective quality metrics have been proposed over the years to automate the task of subjective quality assessment. However, few of them are designed for 3D graphical contents with appearance attributes; existing ones are based on geometry and color measures, yet they ignore the visual saliency of the objects. In this paper, we combined an optimal subset of geometry-based and color-based features, provided by a state-of-the-art quality metric for 3D colored meshes, with a visual attention complexity feature adapted to 3D graphics. The performance of our proposed new metric is evaluated on a dataset of 80 meshes with diffuse colors, generated from 5 source models corrupted by commonly used geometry and color distortions. With our proposed metric, we showed that the use of the attentional complexity feature brings a significant gain in performance and better stability. Yana Nehmé, Mona Abid, Guillaume Lavoué, Matthieu Perreira Da Silva, Patrick Le Callet |
ICIP | 1 |
| 2021 | Exploring Crowdsourcing for Subjective Quality Assessment of 3D GraphicsabstractMultimedia subjective quality assessment experiments are the most prominent and reliable way to evaluate the visual quality as perceived by human observers. Along with laboratory (lab) subjective experiments, crowdsourcing (CS) experiments have become very popular in recent years, e.g., during the COVID-19 pandemic these experiments provide an alternative to lab tests. However, conducting subjective quality assessment tests in CS raises many challenges: internet connection quality, lack of control on participants’ environment, participants’ consistency and reliability, etc. In this work, we evaluate the performance of CS studies for 3D graphics quality assessment To this end, we conducted a CS experiment based on the double stimulus impairment scale method and using a dataset of 80 meshes with diffuse color information corrupted by various distortions. We compared its results with those previously obtained in a lab study conducted on the same dataset and in a virtual reality environment. Results show that under controlled conditions and with appropriate participant screening strategies, a CS experiment can be as accurate as a lab experiment. Yana Nehmé, Patrick Le Callet, Florent Dupont, Jean-Philippe Farrugia, Guillaume Lavoué |
MMSP | 1 |
| 2021 | Comparison of Subjective Methods for Quality Assessment of 3D Graphics in Virtual RealityabstractNumerous methodologies for subjective quality assessment exist in the field of image processing. In particular, the Absolute Category Rating with Hidden Reference (ACR-HR), the Double Stimulus Impairment Scale (DSIS), and the Subjective Assessment Methodology for Video Quality (SAMVIQ) are considered three of the most prominent methods for assessing the visual quality of 2D images and videos. Are these methods valid/accurate to evaluate the perceived quality of 3D graphics data? Is the presence of an explicit reference necessary, due to the lack of human prior knowledge on 3D graphics data compared to natural images/videos? To answer these questions, we compare these three subjective methods (ACR-HR, DSIS, and SAMVIQ) on a dataset of high-quality colored 3D models, impaired with various distortions. These subjective experiments were conducted in a virtual reality environment. Our results show differences in the performance of the methods depending on the 3D contents and the types of distortions. We show that DSIS and SAMVIQ outperform ACR-HR in terms of accuracy and point out a stable performance. In regard to the time-effort, DSIS achieves the highest accuracy in the shortest assessment time. Results also yield interesting conclusions on the importance of a reference for judging the quality of 3D graphics. We finally provide recommendations regarding the influence of the number of observers on the accuracy. Yana Nehmé, Jean-Philippe Farrugia, Florent Dupont, Patrick Le Callet, Guillaume Lavoué |
ACM Trans. Appl. Percept. | 1 |
| 2021 | Visual Quality of 3D Meshes With Diffuse Colors in Virtual Reality: Subjective and Objective EvaluationabstractSurface meshes associated with diffuse texture or color attributes are becoming popular multimedia contents. They provide a high degree of realism and allow six degrees of freedom (6DoF) interactions in immersive virtual reality environments. Just like other types of multimedia, 3D meshes are subject to a wide range of processing, e.g., simplification and compression, which result in a loss of quality of the final rendered scene. Thus, both subjective studies and objective metrics are needed to understand and predict this visual loss. In this work, we introduce a large dataset of 480 animated meshes with diffuse color information, and associated with perceived quality judgments. The stimuli were generated from 5 source models subjected to geometry and color distortions. Each stimulus was associated with 6 hypothetical rendering trajectories (HRTs): combinations of 3 viewpoints and 2 animations. A total of 11520 quality judgments (24 per stimulus) were acquired in a subjective experiment conducted in virtual reality. The results allowed us to explore the influence of source models, animations and viewpoints on both the quality scores and their confidence intervals. Based on these findings, we propose the first metric for quality assessment of 3D meshes with diffuse colors, which works entirely on the mesh domain. This metric incorporates perceptually-relevant curvature-based and color-based features. We evaluate its performance, as well as a number of Image Quality Metrics (IQMs), on two datasets: ours and a dataset of distorted textured meshes. Our metric demonstrates good results and a better stability than IQMs. Finally, we investigated how the knowledge of the viewpoint (i.e., the visible parts of the 3D model) may improve the results of objective metrics. Yana Nehmé, Florent Dupont, Jean-Philippe Farrugia, Patrick Le Callet, Guillaume Lavoué |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2020 | PCQM: A Full-Reference Quality Metric for Colored 3D Point Cloudsabstract3D point clouds constitute an emerging multimedia content, now used in a wide range of applications. The main drawback of this representation is the size of the data since typical point clouds may contain millions of points, usually associated with both geometry and color information. Consequently, a significant amount of work has been devoted to the efficient compression of this representation. Lossy compression leads to a degradation of the data and thus impacts the visual quality of the displayed content. In that context, predicting perceived visual quality computationally is essential for the optimization and evaluation of compression algorithms. In this paper, we introduce PCQM, a full-reference objective metric for visual quality assessment of 3D point clouds. The metric is an optimally-weighted linear combination of geometry-based and color-based features. We evaluate its performance on an open subjective dataset of colored point clouds compressed by several algorithms; the proposed quality assessment approach outperforms all previous metrics in terms of correlation with mean opinion scores. Gabriel Meynet, Yana Nehmé, Julie Digne, Guillaume Lavoué |
QoMEX | 2 |
| 2019 | Comparison of subjective methods, with and without explicit reference, for quality assessment of 3D graphicsabstractNumerous methodologies for subjective quality assessment exist in the field of image processing. In particular, the Absolute Category Rating with Hidden Reference (ACR-HR) and the Double Stimulus Impairment Scale (DSIS) are considered two of the most prominent methods for assessing the visual quality of 2D images and videos. Are these methods valid/accurate to evaluate the perceived quality of 3D graphics data? Is the presence of an explicit reference necessary, due to the lack of human prior knowledge on 3D graphics data compared to natural images/videos? To answer these questions, we compare these two subjective methods (ACR-HR and DSIS) on a dataset of high-quality colored 3D models, impaired with various distortions. These subjective experiments were conducted in a virtual reality (VR) environment. Our results show differences in the performance of the methods depending on the 3D contents and the types of distortions. We show that DSIS outperforms ACR-HR in term of accuracy and points out a stable performance. Results also yield interesting conclusions on the importance of a reference for judging the quality of 3D graphics. We finally provide recommendations regarding the influence of the number of observers on the accuracy. Yana Nehmé, Jean-Philippe Farrugia, Florent Dupont, Patrick Le Callet, Guillaume Lavoué |
SAP | 1 |