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Olivier Gourmel

dblp:27/7559 · DBLP profile ↗
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3ranked-venue papers
2as first author
0since 2021 · last 2013
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 3 · 2 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
2 papers
Geometric modeling and processing · 50% Computer animation and physical simulation · 33% Image and video processing · 17%

Topics — the 6 heaviest of 6, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computer animation and physical simulation › skinning
character skinning
0.212013
Implicit skinning: real-time skin deformation with contact modeling · ACM Trans. Graph. 2013
Geometric modeling and processing › solid modeling
constructive solid geometry
0.212013
A gradient-based implicit blend · ACM Trans. Graph. 2013
Computer animation and physical simulation
contact modeling
0.212013
Implicit skinning: real-time skin deformation with contact modeling · ACM Trans. Graph. 2013
Image and video processing › gradient-domain image processing
gradient-domain blending
0.212013
A gradient-based implicit blend · ACM Trans. Graph. 2013
Geometric modeling and processing › shape modeling
implicit modeling
0.212013
A gradient-based implicit blend · ACM Trans. Graph. 2013
Geometric modeling and processing
implicit surface
0.212013
A gradient-based implicit blend · ACM Trans. Graph. 2013

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

volumetric representation · 0.2implicit surface composition · 0.2GPU evaluation · 0.2
YearPublicationVenuePosition
2013 A gradient-based implicit blend
abstract
We introduce a new family of binary composition operators that solves four major problems of constructive implicit modeling: suppressing bulges when two shapes merge, avoiding unwanted blending at a distance, ensuring that the resulting shape keeps the topology of the union, and enabling sharp details to be added without being blown up. The key idea is that field functions should not only be combined based on their values, but also on their gradients . We implement this idea through a family of C ∞ composition operators evaluated on the GPU for efficiency, and illustrate it by applications to constructive modeling and animation.
Olivier Gourmel, Loïc Barthe, Marie-Paule Cani, Brian Wyvill, Adrien Bernhardt, Mathias Paulin, Herbert Grasberger
ACM Trans. Graph.1
2013 Implicit skinning: real-time skin deformation with contact modeling
abstract
Geometric skinning techniques, such as smooth blending or dual-quaternions, are very popular in the industry for their high performances, but fail to mimic realistic deformations. Other methods make use of physical simulation or control volume to better capture the skin behavior, yet they cannot deliver real-time feedback. In this paper, we present the first purely geometric method handling skin contact effects and muscular bulges in real-time. The insight is to exploit the advanced composition mechanism of volumetric, implicit representations for correcting the results of geometric skinning techniques. The mesh is first approximated by a set of implicit surfaces. At each animation step, these surfaces are combined in real-time and used to adjust the position of mesh vertices, starting from their smooth skinning position. This deformation step is done without any loss of detail and seamlessly handles contacts between skin parts. As it acts as a post-process, our method fits well into the standard animation pipeline. Moreover, it requires no intensive computation step such as collision detection, and therefore provides real-time performances.
Rodolphe Vaillant, Loïc Barthe, Gaël Guennebaud, Marie-Paule Cani, Damien Rohmer, Brian Wyvill, Olivier Gourmel, Mathias Paulin
ACM Trans. Graph.7
2010 Fitted BVH for Fast Raytracing of Metaballs
abstract
Abstract Raytracing metaballs is a problem that has numerous applications in the rendering of dynamic soft objects such as fluids. However, current techniques are either limited in the visual effects that they can render or their performance drops as the number of metaballs and their density increase. We present a new acceleration structure based on BVH and kd‐tree for efficient raytracing of a large number of metaballs. This structure is built from an adapted SAH using a fast greedy algorithm and allows the visualization of several hundreds of thousands metaballs at interactive‐to‐real‐time framerates. Our method can handle arbitrary rays to simulate any complex secondary effects such as reflections or soft shadows, and is robust with respect to the density of metaballs. We achieve this performance thanks to a balanced CPU‐GPU (using CUDA) implementation of the animation, structure creation, and rendering.
Olivier Gourmel, Anthony Pajot, Mathias Paulin, Loïc Barthe, Pierre Poulin
Comput. Graph. Forum1