Demonstration venue · read-only. Every page can be browsed; the buttons that would change it are switched off. Create an account to run TaxoReview on your own data. A simulation from public publication records: the people listed were not invited and did not agree to review.
? Tutorial for this page

Sébastien Hillaire

dblp:25/6624 · DBLP profile ↗
← Back
9ranked-venue papers
7as first author
0since 2021 · last 2020
0000-0002-4930-4334ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 9 · 7 first-authorHuman-computer interaction and ubiquitous computing · 2 · 1 first-author

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
3 papers
Visualization and visual analytics · 43% Virtual and augmented reality · 25% Rendering · 13%
Human-computer interaction and pervasive computing
2 papers
Immersive interaction · 60% Haptics and multimodal interaction · 40%
Artificial intelligence
1 paper
3D vision · 100%

Topics — the 9 heaviest of 9, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Visualization and visual analytics › visual attention
visual attention model
0.112012
Design and Application of Real-Time Visual Attention Model for the Exploration of 3D Virtual Environments · IEEE Trans. Vis. Comput. Graph. 2012
Haptics and multimodal interaction
haptic rendering
0.112011
Six Degrees-of-Freedom Haptic Interaction with Fluids · IEEE Trans. Vis. Comput. Graph. 2011
Immersive interaction › depth perception
distance perception
0.112009
Can Camera Motions Improve the Perception of Traveled Distance in Virtual Environments? · VR 2009
Immersive interaction
virtual reality interaction
0.112009
Can Camera Motions Improve the Perception of Traveled Distance in Virtual Environments? · VR 2009
Virtual and augmented reality
immersive interaction
0.112008
Using an Eye-Tracking System to Improve Camera Motions and Depth-of-Field Blur Effects in Virtual Environments · VR 2008
Rendering
level-of-detail rendering
0.012012
Design and Application of Real-Time Visual Attention Model for the Exploration of 3D Virtual Environments · IEEE Trans. Vis. Comput. Graph. 2012
Computer animation and physical simulation
fluid simulation
0.012011
Six Degrees-of-Freedom Haptic Interaction with Fluids · IEEE Trans. Vis. Comput. Graph. 2011
Computer vision › 3D vision › motion estimation
optical flow
0.012009
Can Camera Motions Improve the Perception of Traveled Distance in Virtual Environments? · VR 2009
Computational photography and imaging
depth of field
0.012008
Using an Eye-Tracking System to Improve Camera Motions and Depth-of-Field Blur Effects in Virtual Environments · VR 2008

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

unified particle model · 0.2smoothed particle hydrodynamics · 0.2user experiment · 0.2surface-element representation · 0.1bottom-up and top-down attention · 0.1eye tracking · 0.1
YearPublicationVenuePosition
2020 A Scalable and Production Ready Sky and Atmosphere Rendering Technique
abstract
Abstract We present a physically based method to render the atmosphere of a planet from ground to space views. Our method is cheap to compute and, as compared to previous successful methods, does not require any high dimensional Lookup Tables (LUTs) and thus does not suffer from visual artifacts associated with them. We also propose a new approximation to evaluate light multiple scattering within the atmosphere in real time. We take a new look at what it means to render natural atmospheric effects, and propose a set of simple look up tables and parameterizations to render a sky and its aerial perspective. The atmosphere composition can change dynamically to match artistic visions and weather changes without requiring heavy LUT update. The complete technique can be used in real‐time applications such as games, simulators or architecture pre‐visualizations. The technique also scales from power‐efficient mobile platforms up to PCs with high‐end GPUs, and is also useful for accelerating path tracing.
Sébastien Hillaire
Comput. Graph. Forum1
2012 Design and Application of Real-Time Visual Attention Model for the Exploration of 3D Virtual Environments
abstract
This paper studies the design and application of a novel visual attention model designed to compute user's gaze position automatically, i.e., without using a gaze-tracking system. The model we propose is specifically designed for real-time first-person exploration of 3D virtual environments. It is the first model adapted to this context which can compute in real time a continuous gaze point position instead of a set of 3D objects potentially observed by the user. To do so, contrary to previous models which use a mesh-based representation of visual objects, we introduce a representation based on surface-elements. Our model also simulates visual reflexes and the cognitive processes which take place in the brain such as the gaze behavior associated to first-person navigation in the virtual environment. Our visual attention model combines both bottom-up and top-down components to compute a continuous gaze point position on screen that hopefully matches the user's one. We conducted an experiment to study and compare the performance of our method with a state-of-the-art approach. Our results are found significantly better with sometimes more than 100 percent of accuracy gained. This suggests that computing a gaze point in a 3D virtual environment in real time is possible and is a valid approach, compared to object-based approaches. Finally, we expose different applications of our model when exploring virtual environments. We present different algorithms which can improve or adapt the visual feedback of virtual environments based on gaze information. We first propose a level-of-detail approach that heavily relies on multiple-texture sampling. We show that it is possible to use the gaze information of our visual attention model to increase visual quality where the user is looking, while maintaining a high-refresh rate. Second, we introduce the use of the visual attention model in three visual effects inspired by the human visual system namely: depth-of-field blur, camera- motions, and dynamic luminance. All these effects are computed based on the simulated gaze of the user, and are meant to improve user's sensations in future virtual reality applications.
Sébastien Hillaire, Anatole Lécuyer, Tony Regia-Corte, Rémi Cozot, Jérôme Royan, Gaspard Breton
IEEE Trans. Vis. Comput. Graph.1
2011 Six Degrees-of-Freedom Haptic Interaction with Fluids
abstract
We often interact with fluids in our daily life, either through tools such as when holding a glass of water or directly with our body when we swim or we wash our hands. Multimodal interactions with virtual fluids would greatly improve the simulations realism, particularly through haptic interaction. However, achieving realistic, stable, and real-time force feedback from fluids is particularly challenging. In this work, we propose a novel approach that allows real-time six Degrees of Freedom (DoF) haptic interaction with fluids of variable viscosity. Our haptic rendering technique, based on a Smoothed-Particle Hydrodynamics physical model, provides a realistic haptic feedback through physically based forces. 6DoF haptic interaction with fluids is made possible thanks to a new coupling scheme and a unified particle model, allowing the use of arbitrary-shaped rigid bodies. Particularly, fluid containers can be created to hold fluid and hence transmit to the user force feedback coming from fluid stirring, pouring, shaking, and scooping, to name a few. Moreover, we adapted an existing visual rendering algorithm to meet the frame rate requirements of the haptic algorithms. We evaluate and illustrate the main features of our approach through different scenarios, highlighting the 6DoF haptic feedback and the use of containers.
Gabriel Cirio, Maud Marchal, Sébastien Hillaire, Anatole Lécuyer
IEEE Trans. Vis. Comput. Graph.3
2010 A real-time visual attention model for predicting gaze point during first-person exploration of virtual environments
abstract
This paper introduces a novel visual attention model to compute user's gaze position automatically, i.e. without using a gaze-tracking system. Our model is specifically designed for real-time first-person exploration of 3D virtual environments. It is the first model adapted to this context which can compute, in real-time, a continuous gaze point position instead of a set of 3D objects potentially observed by the user. To do so, contrary to previous models which use a mesh-based representation of visual objects, we introduce a representation based on surface-elements. Our model also simulates visual reflexes and the cognitive process which takes place in the brain such as the gaze behavior associated to first-person navigation in the virtual environment. Our visual attention model combines the bottom-up and top-down components to compute a continuous gaze point position on screen that hopefully matches the user's one. We have conducted an experiment to study and compare the performance of our method with a state-of-the-art approach. Our results are found significantly better with more than 100% of accuracy gained. This suggests that computing in realtime a gaze point in a 3D virtual environment is possible and is a valid approach as compared to object-based approaches.
Sébastien Hillaire, Anatole Lécuyer, Tony Regia-Corte, Rémi Cozot, Jérôme Royan, Gaspard Breton
VRST1
2010 Using a Visual Attention Model to Improve Gaze Tracking Systems in Interactive 3D Applications
abstract
Abstract This paper introduces the use of a visual attention model to improve the accuracy of gaze tracking systems. Visual attention models simulate the selective attention part of the human visual system. For instance, in a bottom‐up approach, a saliency map is defined for the image and gives an attention weight to every pixel of the image as a function of its colour, edge or intensity. Our algorithm uses an uncertainty window, defined by the gaze tracker accuracy, and located around the gaze point given by the tracker. Then, using a visual attention model, it searches for the most salient points, or objects, located inside this uncertainty window, and determines a novel, and hopefully, better gaze point. This combination of a gaze tracker together with a visual attention model is considered as the main contribution of the paper. We demonstrate the promising results of our method by presenting two experiments conducted in two different contexts: (1) a free exploration of a visually rich 3D virtual environment without a specific task, and (2) a video game based on gaze tracking involving a selection task. Our approach can be used to improve real‐time gaze tracking systems in many interactive 3D applications such as video games or virtual reality applications. The use of a visual attention model can be adapted to any gaze tracker and the visual attention model can also be adapted to the application in which it is used.
Sébastien Hillaire, Gaspard Breton, Nizar Ouarti, Rémi Cozot, Anatole Lécuyer
Comput. Graph. Forum1
2009 Can Camera Motions Improve the Perception of Traveled Distance in Virtual Environments?
abstract
This paper reports one experiment conducted to evaluate the influence of oscillating camera motions on the perception of traveled distances in virtual environments. In the experiment, participants viewed visual projections of translations along straight paths. They were then asked to reproduce the traveled distance during a navigation phase using keyboard keys. Each participant had to complete the task (1) with linear camera motion, and (2) with oscillating camera motion that simulates the visual flow generated by natural human walking. Taken together, our preliminary results suggest that oscillating camera motions allow a more accurate distance reproduction for short traveled distances.
Léo Terziman, Anatole Lécuyer, Sébastien Hillaire, Jan M. Wiener
VR3
2009 Gaze behavior and visual attention model when turning in virtual environments
abstract
In this paper we analyze and try to predict the gaze behavior of users navigating in virtual environments. We focus on first-person navigation in virtual environments which involves forward and backward motions on a ground-surface with turns toward the left or right. We found that gaze behavior in virtual reality, with input devices like mice and keyboards, is similar to the one observed in real life. Participants anticipated turns as in real life conditions, i.e. when they can actually move their body and head. We also found influences of visual occlusions and optic flow similar to the ones reported in existing literature on real navigations. Then, we propose three simple gaze prediction models taking as input: (1) the motion of the user as given by the rotation velocity of the camera on the yaw axis (considered here as the virtual heading direction), and/or (2) the optic flow on screen. These models were tested with data collected in various virtual environments. Results show that these models can significantly improve the prediction of gaze position on screen, especially when turning, in the virtual environment. The model based on rotation velocity of the camera seems to be the best trade-off between simplicity and efficiency. We suggest that these models could be used in several interactive applications using gaze point as input. They could also be used as a new top-down component in any existing visual attention model.
Sébastien Hillaire, Anatole Lécuyer, Gaspard Breton, Tony Regia-Corte
VRST1
2008 Using an Eye-Tracking System to Improve Camera Motions and Depth-of-Field Blur Effects in Virtual Environments
abstract
This paper describes the use of user's focus point to improve some visual effects in virtual environments (VE). First, we describe how to retrieve user's focus point in the 3D VE using an eye-tracking system. Then, we propose the adaptation of two rendering techniques which aim at improving users' sensations during first-person navigation in VE using his/her focus point: (1) a camera motion which simulates eyes movement when walking, i.e., corresponding to vestibulo-ocular and vestibulocollic reflexes when the eyes compensate body and head movements in order to maintain gaze on a specific target, and (2) a depth-of-field (DoF) blur effect which simulates the fact that humans perceive sharp objects only within some range of distances around the focal distance. Second, we describe the results of an experiment conducted to study users' subjective preferences concerning these visual effects during first-person navigation in VE. It showed that participants globally preferred the use of these effects when they are dynamically adapted to the focus point in the VE. Taken together, our results suggest that the use of visual effects exploiting users' focus point could be used in several VR applications involving first- person navigation such as the visit of architectural site, training simulations, video games, etc.
Sébastien Hillaire, Anatole Lécuyer, Rémi Cozot, Géry Casiez
VR1
2007 Depth-of-field blur effects for first-person navigation in virtual environments
abstract
This paper studies the use of visual blur effects, i.e., blurring of parts of the image fed back to the user, for First-Person-Navigations in Virtual Environments (VE). First, we introduce a model of dynamic visual blur for VE which is based on two types of blur effect: (1) a Depth-of-Field blur (DoF blur) which simulates the blurring of objects located in front or back of the focus point of the eyes, and (2) a peripheral blur which simulates the blurring of objects located at the periphery of the field of vision. We introduce two new techniques to improve real-time DoF: (1) a paradigm to compute automatically the focal distance, and (2) a temporal filtering that simulates the accommodation phenomenon. Second, we describe the results of a pilot experiment conducted to study the influence of blur effects on the performance and preference of video gamers during multiplayer sessions. Interestingly, it seems that visual blur effects did not degrade performance of gamers and they were preferred and selected by nearly half of the participants to improve fun and game-play. Taken together, our results suggest that the use of visual blur effects could thus be suitable in videogames and in other virtual environments.
Sébastien Hillaire, Anatole Lécuyer, Rémi Cozot, Géry Casiez
VRST1