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Yannick Rémion

dblp:35/4980 · DBLP profile ↗
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7ranked-venue papers
2as first author
0since 2021 · last 2020
0000-0003-2278-7265ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 5 · 2 first-authorComputer networks · 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
1 paper
Rendering · 50% Visualization and visual analytics · 50%
Computer architecture, parallel and distributed computing, and storage systems
1 paper
GPUs and heterogeneous computing · 77% High-performance computing · 23%

Topics — the 3 heaviest of 4, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Visualization and visual analytics › volume visualization
out-of-core volume rendering
0.412020
Interactive Visualization and On-Demand Processing of Large Volume Data: A Fully GPU-Based Out-of-Core Approach · IEEE Trans. Vis. Comput. Graph. 2020
Rendering
volume rendering
0.412020
Interactive Visualization and On-Demand Processing of Large Volume Data: A Fully GPU-Based Out-of-Core Approach · IEEE Trans. Vis. Comput. Graph. 2020
High-performance computing › scientific visualization
large-scale data visualization
0.112020
Interactive Visualization and On-Demand Processing of Large Volume Data: A Fully GPU-Based Out-of-Core Approach · IEEE Trans. Vis. Comput. Graph. 2020

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

virtual memory addressing · 0.9parallel GPU management · 0.9caching · 0.9
YearPublicationVenuePosition
2020 Interactive Visualization and On-Demand Processing of Large Volume Data: A Fully GPU-Based Out-of-Core Approach
abstract
In a wide range of scientific fields, 3D datasets production capabilities have widely evolved in recent years, especially with the rapid increase in their sizes. As a result, many large-scale applications, including visualization or processing, have become challenging to address. A solution to this issue lies in providing out-of-core algorithms specifically designed to handle datasets significantly larger than memory. In this article, we present a new approach that extends the broad interactive addressing principles already established in the field of out-of-core volume rendering on GPUs to allow on-demand processing during the visualization stage. We propose a pipeline designed to manage data as regular 3D grids regardless of the underlying application. It relies on a caching approach with a virtual memory addressing system coupled to an efficient parallel management on GPU to provide efficient access to data in interactive time. It allows any visualization or processing application to leverage the flexibility of its structure by managing multi-modality datasets. Furthermore, we show that our system delivers good performance on a single standard PC with low memory budget on the GPU.
Jonathan Sarton, Nicolas Courilleau, Yannick Rémion, Laurent Lucas
IEEE Trans. Vis. Comput. Graph.3
2017 Virtual review of large scale image stack on 3D display
abstract
Large scale images allow pathologists to perform reviews, using computer workstations instead of microscopes. This trend raises a wide range of issues related to the management of these massive datasets. In particular, efficient solutions for data storage and processing have to be developed in order to deliver increasingly reliable and faster analyses. In addition, the improvement of workflows also requires the reinforcement of visualization capabilities. In this paper, we present a new virtual microscopy (VM) approach for interactive-time navigation in large images stack with 3D visualization on multi-stereo display. Our work is based on a tool that combines 3D pyramidal representation and out-of-core data management for interactive on-demand streaming of large datasets on GPUs. The preliminary results suggest that the proposed solution facilitates the reading and the understanding of data essentially because they are spatialized.
Jonathan Sarton, Nicolas Courilleau, Anne-Sophie Hérard, Thierry Delzescaux, Yannick Rémion, Laurent Lucas
ICIP5
2014 Materiality maps: A novel scene-based framework for direct multi-view stereovision reconstruction
abstract
This paper proposes a novel framework for multi-baseline stereovision exploiting the information redundancy to deal with known problems related to occluded regions. Inputs are multiple images shot or rectified in simplified geometry which induces a convenient sampling scheme of scene space: the disparity space. Instead of uniquely relying on image-space information like most multi-view stereovision methods, we work in this sampled scene space. We use fuzzy visibility reasoning and pixel neighborhood similarity measures in order to optimize fuzzy 3D discrete maps of materiality yielding precise reconstruction even in low texture and semi occluded regions. Our main contribution is to build on the disparity space to propose a new materiality map which locates the object surfaces within the actual scene.
Muhannad Ismael, Stéphanie Prévost, Céline Loscos, Yannick Rémion
ICIP4
2009 Beta sheet simulation in molecular modeling
Loïc Nolin, Aassif Benassarou, Manuel Dauchez, Yannick Rémion
IADIS AC (1)4
2001 d-Dimensional parametric models for dynamic animation of deformable objects
Yannick Rémion, Jean-Michel Nourrit, Olivier Nocent
Vis. Comput.1
2000 A dynamic animation engine for generic spline objects
abstract
This paper introduces an accurate and efficient engine whose purpose is the dynamic animation of curvilinear objects which are modelled as successions of splines. At each time step the object shape conforms to its spline definitions, thus ensuring that each property implied by the chosen spline models is verified. This is achieved by animating spline control points. However, these control points are not considered as material points but rather as the degrees of freedom of the continuous object. The chosen dynamic equations (Lagrangian formalism) reflect this modelling scheme and yield an exact and very proficient linear system. In the chosen formalism, forces are introduced by either their potential energy or their power ratings in the virtual movements instilled by the degrees of freedom. Both methods are carried out in three cases: gravity, viscosity and generic force. Suitable and classical methods for constraint handling and numerical resolution are briefly discussed. Finally, this animation engine is applied to knitted patterns. Copyright © 2000 John Wiley & Sons, Ltd.
Yannick Rémion, Jean-Michel Nourrit, Didier Gillard
Comput. Animat. Virtual Worlds1
1997 A new unsupervised cube-based algorithm for iso-surface generation
Laurent Lucas, Didier Gillard, Yannick Rémion
Comput. Networks ISDN Syst.3