Pierre Gueth

dblp:42/6788 · DBLP profile ↗
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5ranked-venue papers
0as first author
2since 2021 · last 2025
0000-0002-2554-5336ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 4 · 2 since 2021Systems, architecture and hardware · 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
Geometric modeling and processing · 100%

Topics — the 1 heaviest of 2, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Geometric modeling and processing › 3d reconstruction
material interface reconstruction
0.512021
Digital Surface Regularization With Guarantees · IEEE Trans. Vis. Comput. Graph. 2021

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

variational method · 0.5graph cuts · 0.5
YearPublicationVenuePosition
2025 Implicit UVs: Real-time semi-global parameterization of implicit surfaces
abstract
Abstract Implicit representations of shapes are broadly used in computer graphics since they offer many valuable properties in design, modeling, and animation. However, their implicit and volumetric nature makes applying 2D textures fundamentally challenging. We propose a method to compute point‐wise and parallelizable semi‐global parameterizations of implicit surfaces for texturing, rendering, and modeling purposes. Our method not only defines local patches of parameterization, but also enables the merging of multiple adjacent patches into large and spatially coherent ones that conform to the geometry. Implemented in shaders into a sphere‐tracing pipeline, our method allows users to edit the uv‐fields with real‐time visualization. We demonstrate how to add rendering details (texture, normal, displacement, etc.) using our parameterization, as well extending modeling tools with implicit shell maps. Furthermore, the textured objects remain implicit and can still be used in a modeling pipeline.
Baptiste Genest, Pierre Gueth, Jérémy Levallois, Stephanie Wang
Comput. Graph. Forum2
2021 Digital Surface Regularization With Guarantees
abstract
Voxel based modeling is a very attractive way to represent complex multi-material objects. Beside artistic choices of pixel/voxel arts, representing objects as voxels allows efficient and dynamic interactions with the scene. For geometry processing purposes, many applications in material sciences, medical imaging or numerical simulation rely on a regular partitioning of the space with labeled voxels. In this article, we consider a variational approach to reconstruct interfaces in multi-labeled digital images. This approach efficiently produces piecewise smooth quadrangulated surfaces with some theoretical stability guarantee. Non-manifold parts at intersecting interfaces are handled naturally by our model. We illustrate the strength of our tool for digital surface regularization, as well as voxel art regularization by transferring colorimetric information to regularized quads and computing isotropic geodesic on digital surfaces.
David Coeurjolly, Jacques-Olivier Lachaud, Pierre Gueth
IEEE Trans. Vis. Comput. Graph.3
2018 Mumford-Shah Mesh Processing using the Ambrosio-Tortorelli Functional
abstract
Abstract The Mumford‐Shah functional approximates a function by a piecewise smooth function. Its versatility makes it ideal for tasks such as image segmentation or restoration, and it is now a widespread tool of image processing. Recent work has started to investigate its use for mesh segmentation and feature lines detection, but we take the stance that the power of this functional could reach far beyond these tasks and integrate the everyday mesh processing toolbox. In this paper, we discretize an Ambrosio‐Tortorelli approximation via a Discrete Exterior Calculus formulation. We show that, combined with a new shape optimization routine, several mesh processing problems can be readily tackled within the same framework. In particular, we illustrate applications in mesh denoising, normal map embossing, mesh inpainting and mesh segmentation.
Nicolas Bonneel, David Coeurjolly, Pierre Gueth, Jacques-Olivier Lachaud
Comput. Graph. Forum3
2016 Piecewise smooth reconstruction of normal vector field on digital data
abstract
Abstract We propose a novel method to regularize a normal vector field defined on a digital surface (boundary of a set of voxels). When the digital surface is a digitization of a piecewise smooth manifold, our method localizes sharp features (edges) while regularizing the input normal vector field at the same time. It relies on the optimisation of a variant of the Ambrosio‐Tortorelli functional, originally defined for denoising and contour extraction in image processing [ AT90 ]. We reformulate this functional to digital surface processing thanks to discrete calculus operators. Experiments show that the output normal field is very robust to digitization artifacts or noise, and also fairly independent of the sampling resolution. The method allows the user to choose independently the amount of smoothing and the length of the set of discontinuities. Sharp and vanishing features are correctly delineated even on extremely damaged data. Finally, our method can be used to enhance considerably the output of state‐of‐the‐art normal field estimators like Voronoi Covariance Measure [ MOG11 ] or Randomized Hough Transform [ BM12 ].
David Coeurjolly, Marion Foare, Pierre Gueth, Jacques-Olivier Lachaud
Comput. Graph. Forum3
2013 Monte Carlo simulation on heterogeneous distributed systems: A computing framework with parallel merging and checkpointing strategies
Sorina Camarasu-Pop, Tristan Glatard, Rafael Ferreira da Silva, Pierre Gueth, David Sarrut, Hugues Benoit-Cattin
Future Gener. Comput. Syst.4