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François Le Clerc

dblp:55/5523 · DBLP profile ↗
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8ranked-venue papers
0as first author
2since 2021 · last 2022
0000-0003-0519-8581ORCID · reported

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

Graphics, computer vision, multimedia, augmented reality and games · 7 · 2 since 2021Artificial 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.

Artificial intelligence
4 papers
Segmentation and scene understanding · 56% 3D vision · 23% Video understanding and tracking · 20%

Topics — the 12 heaviest of 12, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computer vision › Segmentation and scene understanding
object segmentation
0.422015
Sparse Multi-View Consistency for Object Segmentation · IEEE Trans. Pattern Anal. Mach. Intell. 2015
Multi-view Object Segmentation in Space and Time · ICCV 2013
Computer vision › 3D vision › multi-view geometry
multi-view consistency
0.212015
Sparse Multi-View Consistency for Object Segmentation · IEEE Trans. Pattern Anal. Mach. Intell. 2015
Computer vision › 3D vision
multi-view geometry
0.212015
Sparse Multi-View Consistency for Object Segmentation · IEEE Trans. Pattern Anal. Mach. Intell. 2015
Computer vision › Segmentation and scene understanding › object segmentation
multi-view object segmentation
0.212015
Sparse Multi-View Consistency for Object Segmentation · IEEE Trans. Pattern Anal. Mach. Intell. 2015
Computer vision › Segmentation and scene understanding › image segmentation
multi-view segmentation
0.212013
Multi-view Object Segmentation in Space and Time · ICCV 2013
Computer vision › Segmentation and scene understanding › video segmentation
spatio-temporal segmentation
0.212013
Multi-view Object Segmentation in Space and Time · ICCV 2013
Computer vision › Video understanding and tracking
video object segmentation
0.212013
Multi-view Object Segmentation in Space and Time · ICCV 2013
Computer vision › Segmentation and scene understanding › image segmentation
color segmentation
0.112012
N-tuple Color Segmentation for Multi-view Silhouette Extraction · ECCV (5) 2012
Computer vision › Video understanding and tracking › object tracking
multi-cue tracking
0.112007
Probabilistic Color and Adaptive Multi-Feature Tracking with Dynamically Switched Priority Between Cues · ICCV 2007
Computer vision › Video understanding and tracking
object tracking
0.112007
Probabilistic Color and Adaptive Multi-Feature Tracking with Dynamically Switched Priority Between Cues · ICCV 2007
Computer vision › Video understanding and tracking › object tracking
occlusion handling
0.112007
Probabilistic Color and Adaptive Multi-Feature Tracking with Dynamically Switched Priority Between Cues · ICCV 2007
Machine learning › Probabilistic and Bayesian machine learning › monte carlo methods › sequential monte carlo
particle filtering
0.012007
Probabilistic Color and Adaptive Multi-Feature Tracking with Dynamically Switched Priority Between Cues · ICCV 2007

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

sparse 3d point sampling · 0.2multi-view consistency · 0.2graph cuts · 0.2randomized template tracking · 0.1particle filter · 0.1cross sampling · 0.1
YearPublicationVenuePosition
2022 UnderPressure: Deep Learning for Foot Contact Detection, Ground Reaction Force Estimation and Footskate Cleanup
abstract
Abstract Human motion synthesis and editing are essential to many applications like video games, virtual reality, and film post‐production. However, they often introduce artefacts in motion capture data, which can be detrimental to the perceived realism. In particular, footskating is a frequent and disturbing artefact, which requires knowledge of foot contacts to be cleaned up. Current approaches to obtain foot contact labels rely either on unreliable threshold‐based heuristics or on tedious manual annotation. In this article, we address automatic foot contact label detection from motion capture data with a deep learning based method. To this end, we first publicly release Under Pressure, a novel motion capture database labelled with pressure insoles data serving as reliable knowledge of foot contact with the ground. Then, we design and train a deep neural network to estimate ground reaction forces exerted on the feet from motion data and then derive accurate foot contact labels. The evaluation of our model shows that we significantly outperform heuristic approaches based on height and velocity thresholds and that our approach is much more robust when applied on motion sequences suffering from perturbations like noise or footskate. We further propose a fully automatic workflow for footskate cleanup: foot contact labels are first derived from estimated ground reaction forces. Then, footskate is removed by solving foot constraints through an optimisation‐based inverse kinematics (IK) approach that ensures consistency with the estimated ground reaction forces. Beyond footskate cleanup, both the database and the method we propose could help to improve many approaches based on foot contact labels or ground reaction forces, including inverse dynamics problems like motion reconstruction and learning of deep motion models in motion synthesis or character animation. Our implementation, pre‐trained model as well as links to database can be found at github.com/InterDigitalInc/UnderPressure.
Lucas Mourot, Ludovic Hoyet, François Le Clerc, Pierre Hellier
Comput. Graph. Forum3
2022 A Survey on Deep Learning for Skeleton-Based Human Animation
abstract
Abstract Human character animation is often critical in entertainment content production, including video games, virtual reality or fiction films. To this end, deep neural networks drive most recent advances through deep learning (DL) and deep reinforcement learning (DRL). In this article, we propose a comprehensive survey on the state‐of‐the‐art approaches based on either DL or DRL in skeleton‐based human character animation. First, we introduce motion data representations, most common human motion datasets and how basic deep models can be enhanced to foster learning of spatial and temporal patterns in motion data. Second, we cover state‐of‐the‐art approaches divided into three large families of applications in human animation pipelines: motion synthesis, character control and motion editing. Finally, we discuss the limitations of the current state‐of‐the‐art methods based on DL and/or DRL in skeletal human character animation and possible directions of future research to alleviate current limitations and meet animators' needs.
Lucas Mourot, Ludovic Hoyet, François Le Clerc, François Schnitzler, Pierre Hellier
Comput. Graph. Forum3
2020 JUMPS: Joints Upsampling Method for Pose Sequences
abstract
Human Pose Estimation is a low-level task useful for surveillance, human action recognition, and scene understanding at large. It also offers promising perspectives for the animation of synthetic characters. For all these applications, and especially the latter, estimating the positions of many joints is desirable for improved performance and realism. To this purpose, we propose a novel method called JUMPS for increasing the number of joints in 2D pose estimates and recovering occluded or missing joints. We believe this is the first attempt to address the issue. We build on a deep generative model that combines a Generative Adversarial Network (GAN) and an encoder. The GAN learns the distribution of high-resolution human pose sequences, the encoder maps the input low-resolution sequences to its latent space. Inpainting is obtained by computing the latent representation whose decoding by the GAN generator optimally matches the joints locations at the input. Post-processing a 2D pose sequence using our method provides a richer representation of the character motion. We show experimentally that the localization accuracy of the additional joints is on average on par with the original pose estimates.
Lucas Mourot, François Le Clerc, Cédric Thébault, Pierre Hellier
ICPR2
2015 Sparse Multi-View Consistency for Object Segmentation
abstract
Multiple view segmentation consists in segmenting objects simultaneously in several views. A key issue in that respect and compared to monocular settings is to ensure propagation of segmentation information between views while minimizing complexity and computational cost. In this work, we first investigate the idea that examining measurements at the projections of a sparse set of 3D points is sufficient to achieve this goal. The proposed algorithm softly assigns each of these 3D samples to the scene background if it projects on the background region in at least one view, or to the foreground if it projects on foreground region in all views. Second, we show how other modalities such as depth may be seamlessly integrated in the model and benefit the segmentation. The paper exposes a detailed set of experiments used to validate the algorithm, showing results comparable with the state of art, with reduced computational complexity. We also discuss the use of different modalities for specific situations, such as dealing with a low number of viewpoints or a scene with color ambiguities between foreground and background.
Abdelaziz Djelouah, Jean-Sébastien Franco, Edmond Boyer, François Le Clerc, Patrick Pérez
IEEE Trans. Pattern Anal. Mach. Intell.4
2013 Multi-view Object Segmentation in Space and Time
abstract
In this paper, we address the problem of object segmentation in multiple views or videos when two or more viewpoints of the same scene are available. We propose a new approach that propagates segmentation coherence information in both space and time, hence allowing evidences in one image to be shared over the complete set. To this aim the segmentation is cast as a single efficient labeling problem over space and time with graph cuts. In contrast to most existing multi-view segmentation methods that rely on some form of dense reconstruction, ours only requires a sparse 3D sampling to propagate information between viewpoints. The approach is thoroughly evaluated on standard multi-view datasets, as well as on videos. With static views, results compete with state of the art methods but they are achieved with significantly fewer viewpoints. With multiple videos, we report results that demonstrate the benefit of segmentation propagation through temporal cues.
Abdelaziz Djelouah, Jean-Sébastien Franco, Edmond Boyer, François Le Clerc, Patrick Pérez
ICCV4
2012 N-tuple Color Segmentation for Multi-view Silhouette Extraction
Abdelaziz Djelouah, Jean-Sébastien Franco, Edmond Boyer, François Le Clerc, Patrick Pérez
ECCV (5)4
2007 Probabilistic Color and Adaptive Multi-Feature Tracking with Dynamically Switched Priority Between Cues
abstract
We present a probabilistic multi-cue tracking approach constructed by employing a novel randomized template tracker and a constant color model based particle filter. Our approach is based on deriving simple binary confidence measures for each tracker which aid priority based switching between the two fundamental cues for state estimation. Thereby the state of the object is estimated from one of the two distributions associated to the cues at each tracking step. This switching also brings about interaction between the cues at irregular intervals in the form of cross sampling. Within this scheme, we tackle the important aspect of dynamic target model adaptation under randomized template tracking which, by construction, possesses the ability to adapt to changing object appearances. Further, to track the object through occlusions we interrupt sequential resampling and achieve relock using the color cue. In order to evaluate the efficacy of this scheme, we put it to test against several state of art trackers using the VIVID online evaluation program and make quantitative comparisons.
Vijay Badrinarayanan, Patrick Pérez, François Le Clerc, Lionel Oisel
ICCV3
2007 On Uncertainties, Random Features and Object Tracking
abstract
Algorithms for probabilistic visual tracking hypothesize a distribution of the target state (location, scale, etc.) at every tracking step with an associated information content or equivalently, an uncertainty. One measure of this uncertainty is the differential entropy. In this paper, we present a unified way to approximate the differential entropy of tracking distributions, which then makes it suitable, among other factors, for a qualitative assessment of both deterministic and sequential Monte Carlo simulation based tracking algorithms. We then illustrate the usefulness of this assessment measure via tracking an object by choosing a set of randomly picked features on it, each individually tracked, removed according to an uncertainty analysis and replaced randomly, without any aid of a feature selection algorithm as in current use.
Vijay Badrinarayanan, Patrick Pérez, François Le Clerc, Lionel Oisel
ICIP (5)3