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Gaspard Breton

dblp:35/3158 · DBLP profile ↗
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14ranked-venue papers
2as first author
0since 2021 · last 2012
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 8Human-computer interaction and ubiquitous computing · 6 · 2 first-authorArtificial intelligence and machine learning · 5

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
Rendering · 49% Visualization and visual analytics · 30% Computational photography and imaging · 20%

Topics — the 4 heaviest of 5, 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
Computational photography and imaging
image-based modeling
0.112009
Image-Based Modeling of the Human Eye · IEEE Trans. Vis. Comput. Graph. 2009
Rendering
real-time rendering
0.112009
Image-Based Modeling of the Human Eye · IEEE Trans. Vis. Comput. Graph. 2009
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

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

surface-element representation · 0.1bottom-up and top-down attention · 0.1subsurface texture mapping · 0.1precomputed refraction function · 0.1caustic function · 0.1
YearPublicationVenuePosition
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.6
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
VRST6
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. Forum2
2010 Facial animation retargeting and control based on a human appearance space
abstract
Abstract Expressive facial animations are essential to enhance the realism and the credibility of virtual characters. Parameter‐based animation methods offer a precise control over facial configurations while performance‐based animation benefits from the naturalness of captured human motion. In this paper, we propose an animation system that gathers the advantages of both approaches. By analyzing a database of facial motion, we create the human appearance space. The appearance space provides a coherent and continuous parameterization of human facial movements, while encapsulating the coherence of real facial deformations. We present a method to optimally construct an analogous appearance face for a synthetic character. The link between both appearance spaces makes it possible to retarget facial animation on a synthetic face from a video source. Moreover, the topological characteristics of the appearance space allow us to detect the principal variation patterns of a face and automatically reorganize them on a low‐dimensional control space. The control space acts as an interactive user‐interface to manipulate the facial expressions of any synthetic face. This interface makes it simple and intuitive to generate still facial configurations for keyframe animation, as well as complete temporal sequences of facial movements. The resulting animations combine the flexibility of a parameter‐based system and the realism of real human motion. Copyright © 2010 John Wiley & Sons, Ltd.
Nicolas Stoiber, Renaud Séguier, Gaspard Breton
Comput. Animat. Virtual Worlds3
2009 Automatic design of a control interface for a synthetic face
abstract
Getting synthetic faces to display natural facial expressions is essential to enhance the interaction between human users and virtual characters. Yet traditional facial control techniques provide precise but complex sets of control parameters, which are not adapted for non-expert users. In this article, we present a system that generates a simple, 2-Dimensional interface that offers an efficient control over the facial expressions of any synthetic character. The interface generation process relies on the analysis of the deformation of a real human face. The principal geometrical and textural variation patterns of the real face are detected and automatically reorganized onto a low-dimensional space. This control space can then be easily adapted to pilot the deformations of synthetic faces. The resulting virtual character control interface makes it easy to produce varied emotional facial expressions, both extreme and subtle. In addition, the continuous nature of the interface allows the production of coherent temporal sequences of facial animation.
Nicolas Stoiber, Renaud Séguier, Gaspard Breton
IUI3
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
VRST3
2009 Image-Based Modeling of the Human Eye
abstract
Rendering realistic organic materials is a challenging issue. The human eye is an important part of nonverbal communication which, consequently, requires specific modeling and rendering techniques to enhance the realism of virtual characters. We propose an image-based method for estimating both iris morphology and scattering features in order to generate convincing images of virtual eyes. In this regard, we develop a technique to unrefract iris photographs. We model the morphology of the human iris as an irregular multilayered tissue. We then approximate the scattering features of the captured iris. Finally, we propose a real-time rendering technique based on the subsurface texture mapping representation and introduce a precomputed refraction function as well as a caustic function, which accounts for the light interactions at the corneal interface.
Guillaume François, Pascal Gautron, Gaspard Breton, Kadi Bouatouch
IEEE Trans. Vis. Comput. Graph.3
2008 A trainable trajectory formation model TD-HMM parameterized for the LIPS 2008 challenge
abstract
We describe here the trainable trajectory formation model that will be used for the LIPS'2008 challenge organized at InterSpeech'2008.It predicts articulatory trajectories of a talking face from phonetic input.It basically uses HMMbased synthesis but asynchrony between acoustic and gestural boundaries -taking for example into account non audible anticipatory gestures -is handled by a phasing model that predicts the delays between the acoustic boundaries of allophones to be synthesized and the gestural boundaries of HMM triphones.The HMM triphones and the phasing model are trained simultaneously using an iterative analysissynthesis loop.Convergence is obtained within a few iterations.Using different motion capture data, we demonstrate here that the phasing model improves significantly the prediction error and captures subtle contextdependent anticipatory phenomena.
Gérard Bailly, Oxana Govokhina, Gaspard Breton, Frédéric Elisei, Christophe Savariaux
INTERSPEECH3
2008 "I Would Like to Trust It but" Perceived Credibility of Embodied Social Agents: A Proposal for a Research Framework
Federico Tajariol, Valérie Maffiolo, Gaspard Breton
IVA3
2007 Induction and Evaluation of Affects for Facial Motion Capture
Gaspard Breton, Florence Février, Eric Jamet, Géraldine Rouxel
ACII1
2007 Avatar Puppetry Using Real-Time Audio and Video Analysis
Sylvain Le Gallou, Gaspard Breton, Renaud Séguier, Christophe Garcia
IVA2
2006 TDA: a new trainable trajectory formation system for facial animation
Oxana Govokhina, Gérard Bailly, Gaspard Breton, Paul C. Bagshaw
INTERSPEECH3
2006 Modeling gaze behavior for a 3D ECA in a dialogue situation
abstract
This paper presents an approach to model the gaze behavior of an Embodied Conversational Agent in a real time multimodal dialogue interaction with users. The ECA's gaze control results from the fusion of a rational dialogue engine based on natural language interaction and a multi-users face tracker.
Gaspard Breton, Danielle Pelé, Christophe Garcia
IUI1
2006 Gesture Expressivity Modulations in an ECA Application
Nicolas Ech Chafai, Catherine Pelachaud, Danielle Pelé, Gaspard Breton
IVA4