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Alexandre Derouet-Jourdan

dblp:65/8869 · DBLP profile ↗
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4ranked-venue papers
4as first author
0since 2021 · last 2019
0000-0002-3175-509XORCID · reported

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

Graphics, computer vision, multimedia, augmented reality and games · 4 · 4 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
Computer animation and physical simulation · 93% Geometric modeling and processing · 7%

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

TopicWeightPapersLastEvidence papers
Computer animation and physical simulation › contact simulation
frictional contact
0.212013
Inverse dynamic hair modeling with frictional contact · ACM Trans. Graph. 2013
Computer animation and physical simulation › deformable body simulation
hair simulation
0.212013
Inverse dynamic hair modeling with frictional contact · ACM Trans. Graph. 2013
Computer animation and physical simulation
2d animation
0.112010
Stable inverse dynamic curves · ACM Trans. Graph. 2010
Geometric modeling and processing
curve fitting
0.012010
Stable inverse dynamic curves · ACM Trans. Graph. 2010

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

physics-based simulation · 0.2constrained optimization · 0.2super-circle dynamic rod model · 0.1piecewise circular arc fitting · 0.1
YearPublicationVenuePosition
2019 Generating Stochastic Wall Patterns On-the-fly with Wang Tiles
abstract
Abstract The game and movie industries always face the challenge of reproducing materials. This problem is tackled by combining illumination models and various textures (painted or procedural patterns). Generating stochastic wall patterns is crucial in the creation of a wide range of backgrounds (castles, temples, ruins…). A specific Wang tile set was introduced previously to tackle this problem, in an iterative fashion. However, long lines may appear as visual artifacts. We use this tile set in a new on‐the‐fly procedure to generate stochastic wall patterns. For this purpose, we introduce specific hash functions implementing a constrained Wang tiling. This technique makes possible the generation of boundless textures while giving control over the maximum line length. The algorithm is simple and easy to implement, and the wall structure we get from the tiles allows to achieve visuals that reproduce all the small details of artist painted walls.
Alexandre Derouet-Jourdan, Marc Salvati, Theo Jonchier
Comput. Graph. Forum1
2013 Floating tangents for approximating spatial curves with G1 piecewise helices
Alexandre Derouet-Jourdan, Florence Bertails-Descoubes, Joëlle Thollot
Comput. Aided Geom. Des.1
2013 Inverse dynamic hair modeling with frictional contact
abstract
In the latest years, considerable progress has been achieved for accurately acquiring the geometry of human hair, thus largely improving the realism of virtual characters. In parallel, rich physics-based simulators have been successfully designed to capture the intricate dynamics of hair due to contact and friction. However, at the moment there exists no consistent pipeline for converting a given hair geometry into a realistic physics-based hair model. Current approaches simply initialize the hair simulator with the input geometry in the absence of external forces. This results in an undesired sagging effect when the dynamic simulation is started, which basically ruins all the efforts put into the accurate design and/or capture of the input hairstyle. In this paper we propose the first method which consistently and robustly accounts for surrounding forces---gravity and frictional contacts, including hair self-contacts---when converting a geometric hairstyle into a physics-based hair model. Taking an arbitrary hair geometry as input together with a corresponding body mesh, we interpret the hair shape as a static equilibrium configuration of a hair simulator, in the presence of gravity as well as hair-body and hair-hair frictional contacts. Assuming that hair parameters are homogeneous and lie in a plausible range of physical values, we show that this large underdetermined inverse problem can be formulated as a well-posed constrained optimization problem, which can be solved robustly and efficiently by leveraging the frictional contact solver of the direct hair simulator. Our method was successfully applied to the animation of various hair geometries, ranging from synthetic hairstyles manually designed by an artist to the most recent human hair data automatically reconstructed from capture.
Alexandre Derouet-Jourdan, Florence Bertails-Descoubes, Gilles Daviet, Joëlle Thollot
ACM Trans. Graph.1
2010 Stable inverse dynamic curves
abstract
2d animation is a traditional but fascinating domain that has recently regained popularity both in animated movies and video games. This paper introduces a method for automatically converting a smooth sketched curve into a 2d dynamic curve at stable equilibrium under gravity. The curve can then be physically animated to produce secondary motions in 2d animations or simple video games. Our approach proceeds in two steps. We first present a new technique to fit a smooth piecewise circular arcs curve to a sketched curve. Then we show how to compute the physical parameters of a dynamic rod model (super-circle) so that its stable rest shape under gravity exactly matches the fitted circular arcs curve. We demonstrate the interactivity and controllability of our approach on various examples where a user can intuitively setup efficient and precise 2d animations by specifying the input geometry.
Alexandre Derouet-Jourdan, Florence Bertails-Descoubes, Joëlle Thollot
ACM Trans. Graph.1