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Laurence Boissieux

dblp:71/5125 · DBLP profile ↗
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14ranked-venue papers
0as first author
3since 2021 · last 2026
0009-0004-0716-2229ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 12 · 1 since 2021Human-computer interaction and ubiquitous computing · 3 · 2 since 2021Artificial intelligence and machine learning · 1 · 1 since 2021

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
9 papers
Computer animation and physical simulation · 62% Geometric modeling and processing · 14% Computational photography and imaging · 13%
Human-computer interaction and pervasive computing
1 paper
Personal fabrication and tangible interfaces · 77% Usability and user experience research · 23%
Artificial intelligence
1 paper
3D vision · 100%

Topics — the 16 heaviest of 19, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computer animation and physical simulation
cloth simulation
1.132020
Projective dynamics with dry frictional contact · ACM Trans. Graph. 2020
Implicit untangling: a robust solution for modeling layered clothing · ACM Trans. Graph. 2019
An implicit frictional contact solver for adaptive cloth simulation · ACM Trans. Graph. 2018
Personal fabrication and tangible interfaces
shape-changing interfaces
1.012026
"I don't want to break it": An Exploration of Perceived Fragility in Shape-Changing Interfaces · CHI 2026
Computer animation and physical simulation › contact simulation
frictional contact
0.832018
Inverse elastic shell design with contact and friction · ACM Trans. Graph. 2018
An implicit frictional contact solver for adaptive cloth simulation · ACM Trans. Graph. 2018
A hybrid iterative solver for robustly capturing coulomb friction in hair dynamics · ACM Trans. Graph. 2011
Computer animation and physical simulation
deformable body simulation
0.822020
Projective dynamics with dry frictional contact · ACM Trans. Graph. 2020
Inverse elastic shell design with contact and friction · ACM Trans. Graph. 2018
Geometric modeling and processing
implicit surface
0.412019
Implicit untangling: a robust solution for modeling layered clothing · ACM Trans. Graph. 2019
Usability and user experience research
user perception
0.312026
"I don't want to break it": An Exploration of Perceived Fragility in Shape-Changing Interfaces · CHI 2026
Computer animation and physical simulation
motion capture
0.312017
A system for creating virtual reality content from make-believe games · VR 2017
Computer animation and physical simulation › data-driven animation
performance-driven animation
0.312017
A system for creating virtual reality content from make-believe games · VR 2017
Virtual and augmented reality › virtual reality
VR content creation
0.312017
A system for creating virtual reality content from make-believe games · VR 2017
Computer vision › 3D vision
3d reconstruction
0.212024
Millimetric Human Surface Capture in Minutes · SIGGRAPH Asia 2024
Geometric modeling and processing › shape modeling › surface modeling
developable surface modeling
0.212015
Sketching Folds: Developable Surfaces from Non-Planar Silhouettes · ACM Trans. Graph. 2015
Geometric modeling and processing › shape modeling
sketch-based modeling
0.212015
Sketching Folds: Developable Surfaces from Non-Planar Silhouettes · ACM Trans. Graph. 2015
Visual content generation and editing › virtual try-on
garment transfer
0.112012
Design preserving garment transfer · ACM Trans. Graph. 2012
Computer animation and physical simulation
coulomb friction
0.112011
A hybrid iterative solver for robustly capturing coulomb friction in hair dynamics · ACM Trans. Graph. 2011
Computer animation and physical simulation › deformable body simulation
hair simulation
0.112011
A hybrid iterative solver for robustly capturing coulomb friction in hair dynamics · ACM Trans. Graph. 2011
Virtual and augmented reality › interactive storytelling
immersive storytelling
0.112017
A system for creating virtual reality content from make-believe games · VR 2017

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

video stimuli · 1.0thematic analysis · 1.0qualitative study · 1.0semi-implicit integration · 0.4projective dynamics · 0.4implicit surface representation · 0.4collision handling · 0.4degressive regularization · 0.3coulomb friction cone · 0.3conical complementarity solver · 0.3adjoint method · 0.3adaptive node refinement · 0.3facial expression capture · 0.3
YearPublicationVenuePosition
2026 "I don't want to break it": An Exploration of Perceived Fragility in Shape-Changing Interfaces
abstract
Shape-changing interfaces (SCIs) dynamically alter their form, an inherent characteristic that introduces fragility into their design. As a result, users’ perceptions of an interface’s fragility or its potential to move or break may influence their interaction, however the extent of this effect is unclear. To address this gap, we conducted a qualitative study (N = 18) using video stimuli showcasing 20 existing SCIs. Through thematic analysis, we identified key factors impacting perceived fragility and formalized these into a framework. We then conducted a second study (N = 36) for which we fabricated SCIs that varied across selected fragility-related dimensions. We recorded user interactions and compared how the selected dimensions shaped manipulation of the objects and how they were considered by users. Together, these studies provide a structured foundational understanding of perceived fragility in SCIs and offer insights to enhance perceived robustness and inform future SCI development.
Eva Mackamul, Tom Maillard, Noé Marceau, Yelli Coulibaly, Julien Pansiot, Laurence Boissieux, Dominique Vaufreydaz, Anne Roudaut, Céline Coutrix
CHI6
2024 Millimetric Human Surface Capture in Minutes
abstract
International audience
Briac Toussaint, Laurence Boissieux, Diego Thomas, Edmond Boyer, Jean-Sébastien Franco
SIGGRAPH Asia2
2023 4DHumanOutfit: A multi-subject 4D dataset of human motion sequences in varying outfits exhibiting large displacements
Matthieu Armando, Laurence Boissieux, Edmond Boyer, Jean-Sébastien Franco, Martin Humenberger, Christophe Legras, Vincent Leroy 0003, Mathieu Marsot, Julien Pansiot, Sergi Pujades, Rim Rekik, Grégory Rogez, Anilkumar Swamy, Stefanie Wuhrer
Comput. Vis. Image Underst.2
2020 Projective dynamics with dry frictional contact
abstract
Projective dynamics was introduced a few years ago as a fast method to yield an approximate yet stable solution to the dynamics of nodal systems subject to stiff internal forces. Previous attempts to include contact forces in that framework considered adding a quadratic penalty energy to the global system, which however broke the simple - constant matrix - structure of the global linear equation, while failing to treat contact in an implicit manner. In this paper we propose a simple yet effective method to integrate in a unified and semi-implicit way contact as well as dry frictional forces into the nested architecture of Projective dynamics. Assuming that contacts apply to nodes only, the key is to split the global matrix into a diagonal and a positive matrix, and use this splitting in the local step so as to make a good prediction of frictional contact forces at next iteration. Each frictional contact force is refined independently in the local step, while the original efficient structure of the global step is left unchanged. We apply our algorithm to cloth simulation and show that contact and dry friction can be captured at a reasonable precision within a few iterations only, hence one order of magnitude faster compared to global implicit contact solvers of the literature.
Mickaël Ly, Jean Jouve, Laurence Boissieux, Florence Bertails-Descoubes
ACM Trans. Graph.3
2019 Implicit untangling: a robust solution for modeling layered clothing
abstract
We propose a robust method for untangling an arbitrary number of cloth layers, possibly exhibiting deep interpenetrations, to a collision-free state, ready for animation. Our method relies on an intermediate, implicit representation to solve the problem: the user selects a few garments stored in a library together with their implicit approximations, and places them over a mannequin while specifying the desired order between layers. The intersecting implicit surfaces are then combined using a new family of N-ary composition operators, specially designed for untangling layers. Garment meshes are finally projected to the deformed implicit surfaces in linear time, while best preserving triangles and avoiding loss of details. Each of the untangling operators computes the target surface for a given garment in a single step, while accounting for the order between cloth layers and their individual thicknesses. As a group, they guarantee an intersection-free output configuration. Moreover, a weight can be associated with each layer to tune their relative influence during untangling, such as leather being less deformed than cloth. Results for each layer then reflect the combined effect of the other layers, enabling us to output a plausible configuration in contact regions. As our results show, our method can be used to generate plausible, new static shapes of garments when underwear has been added, as well as collision-free configurations enabling a user to safely launch animations of arbitrarily complex layered clothing.
Thomas Buffet, Damien Rohmer, Loïc Barthe, Laurence Boissieux, Marie-Paule Cani
ACM Trans. Graph.4
2018 An implicit frictional contact solver for adaptive cloth simulation
abstract
Cloth dynamics plays an important role in the visual appearance of moving characters. Properly accounting for contact and friction is of utmost importance to avoid cloth-body and cloth-cloth penetration and to capture typical folding and stick-slip behavior due to dry friction. We present here the first method able to account for cloth contact with exact Coulomb friction, treating both cloth self-contacts and contacts occurring between the cloth and an underlying character. Our key contribution is to observe that for a nodal system like cloth, the frictional contact problem may be formulated based on velocities as primary variables, without having to compute the costly Delassus operator. Then, by reversing the roles classically played by the velocities and the contact impulses, conical complementarity solvers of the literature can be adapted to solve for compatible velocities at nodes. To handle the full complexity of cloth dynamics scenarios, we have extended this base algorithm in two ways: first, towards the accurate treatment of frictional contact at any location of the cloth, through an adaptive node refinement strategy; second, towards the handling of multiple constraints at each node, through the duplication of constrained nodes and the adding of pin constraints between duplicata. Our method allows us to handle the complex cloth-cloth and cloth-body interactions in full-size garments with an unprecedented level of realism compared to former methods, while maintaining reasonable computational timings.
Gilles Daviet, Rahul Narain, Florence Bertails-Descoubes, Matthew Overby, George E. Brown, Laurence Boissieux
ACM Trans. Graph.7
2018 Inverse elastic shell design with contact and friction
abstract
We propose an inverse strategy for modeling thin elastic shells physically, just from the observation of their geometry. Our algorithm takes as input an arbitrary target mesh, and interprets this configuration automatically as a stable equilibrium of a shell simulator under gravity and frictional contact constraints with a given external object. Unknowns are the natural shape of the shell (i.e., its shape without external forces) and the frictional contact forces at play, while the material properties (mass density, stiffness, friction coefficients) can be freely chosen by the user. Such an inverse problem formulates as an ill-posed nonlinear system subject to conical constraints. To select and compute a plausible solution, our inverse solver proceeds in two steps. In a first step, contacts are reduced to frictionless bilateral constraints and a natural shape is retrieved using the adjoint method. The second step uses this result as an initial guess and adjusts each bilateral force so that it projects onto the admissible Coulomb friction cone, while preserving global equilibrium. To better guide minimization towards the target, these two steps are applied iteratively using a degressive regularization of the shell energy. We validate our approach on simulated examples with reference material parameters, and show that our method still converges well for material parameters lying within a reasonable range around the reference, and even in the case of arbitrary meshes that are not issued from a simulation. We finally demonstrate practical inversion results on complex shell geometries freely modeled by an artist or automatically captured from real objects, such as posed garments or soft accessories.
Mickaël Ly, Romain Casati, Florence Bertails-Descoubes, Mélina Skouras, Laurence Boissieux
ACM Trans. Graph.5
2017 A system for creating virtual reality content from make-believe games
abstract
Pretend play is a storytelling technique, naturally used from very young ages, which relies on object substitution to represent the characters of the imagined story. We propose a system which assists the storyteller by generating a virtualized story from a recorded dialogue performed with 3D printed figurines. We capture the gestures and facial expressions of the storyteller using Kinect cameras and IMU sensors and transfer them to their virtual counterparts in the story-world. As a proof-of-concept, we demonstrate our system with an improvised story involving a prince and a witch, which was successfully recorded and transferred into 3D animation.
Adela Barbulescu, Maxime Garcia, Antoine Bégault, Marie-Paule Cani, Maxime Portaz, Alexis Viand, Romain Dulery, Laurence Boissieux, Pierre Heinish, Rémi Ronfard, Dominique Vaufreydaz
VR8
2015 Sketching Folds: Developable Surfaces from Non-Planar Silhouettes
abstract
We present the first sketch-based modeling method for developable surfaces with pre-designed folds, such as garments or leather products. The main challenge we address for building folded surfaces from sketches is that silhouette strokes on the sketch correspond to discontinuous sets of non-planar curves on the 3D model. We introduce a new zippering algorithm for progressively identifying silhouette edges on the model and tying them to silhouette strokes. Our solution ensures that the strokes are fully covered and optimally sampled by the model. This new method, interleaved with developability optimization steps, is implemented in a multiview sketching system where the user can sketch the contours of internal folds in addition to the usual silhouettes, borders, and seam lines. All strokes are interpreted as hard constraints, while developability is only optimized. The developability error map we provide then enables users to add local seams or darts where needed and progressively improve their design. This makes our method robust, even to coarse input for which no fully developable solution exists.
Amaury Jung, Stefanie Hahmann, Damien Rohmer, Antoine Bégault, Laurence Boissieux, Marie-Paule Cani
ACM Trans. Graph.5
2012 Design preserving garment transfer
abstract
We present a fully automatic method for design-preserving transfer of garments between characters with different body shapes. For real-life garments, such transfer is performed through a knowledge intensive and time consuming process, known as pattern grading . Our first contribution is to reformulate the criteria used in professional pattern-grading as a set of geometric requirements, respectively expressing shape or design preservation, proportionality, and fit. We then propose a fully automatic garment transfer algorithm which satisfies all of these criteria while ensuring the physical plausibility of the result. Specifically, we formulate garment transfer as a constrained optimization problem and solve it efficiently through iterative quadratic minimization. As demonstrated by our results, our method is able to automatically generate design-preserving versions of existing garments for target characters whose proportions and body shape significantly differ from those of the source. The method correctly handles the transfer of multiple layers of garment. Lastly, when source 2D patterns are available, we output graded patterns suitable for manufacturing the transferred garments. Our fully automatic design-preserving transfer method leads to significant time savings for both computer artists and fashion designers.
Rémi Brouet, Alla Sheffer, Laurence Boissieux, Marie-Paule Cani
ACM Trans. Graph.3
2011 A hybrid iterative solver for robustly capturing coulomb friction in hair dynamics
abstract
Dry friction between hair fibers plays a major role in the collective hair dynamic behavior as it accounts for typical nonsmooth features such as stick-slip instabilities. However, due the challenges posed by the modeling of nonsmooth friction, previous mechanical models for hair either neglect friction or use an approximate smooth friction model, thus losing important visual features. In this paper we present a new generic robust solver for capturing Coulomb friction in large assemblies of tightly packed fibers such as hair. Our method is based on an iterative algorithm where each single contact problem is efficiently and robustly solved by introducing a hybrid strategy that combines a new zero-finding formulation of (exact) Coulomb friction together with an analytical solver as a fail-safe. Our global solver turns out to be very robust and highly scalable as it can handle up to a few thousand densely packed fibers subject to tens of thousands frictional contacts at a reasonable computational cost. It can be conveniently combined to any fiber model with various rest shapes, from smooth to curly. Our results, visually validated against real hair motions, depict typical hair collective effects and greatly enhance the realism of standard hair simulators.
Gilles Daviet, Florence Bertails-Descoubes, Laurence Boissieux
ACM Trans. Graph.3
2009 Texture Design and Draping in 2D Images
abstract
Abstract We present a complete system for designing and manipulating regular or near‐regular textures in 2D images. We place emphasis on supporting creative workflows that produce artwork from scratch. As such, our system provides tools to create, arrange, and manipulate textures in images with intuitive controls, and without requiring 3D modeling. Additionally, we ensure continued, non‐destructive editability by expressing textures via a fully parametric descriptor. We demonstrate the suitability of our approach with numerous example images, created by an artist using our system, and we compare our proposed workflow with alternative 2D and 3D methods.
Holger Winnemöller, Alexandrina Orzan, Laurence Boissieux, Joëlle Thollot
Comput. Graph. Forum3
2006 Virtual Garments: A Fully Geometric Approach for Clothing Design
abstract
Abstract Modeling dressed characters is known as a very tedious process. It usually requires specifying 2D fabric patterns, positioning and assembling the min 3D, and then performing a physically‐based simulation. The latter accounts for gravity and collisions to compute the rest shape of the garment, with the adequate folds and wrinkles. This paper presents a more intuitive way to design virtual clothing. We start with a 2D sketching system in which the user draws the contours and seam‐lines of the garment directly on a virtual mannequin. Our system then converts the sketch into an initial 3D surface using an existing method based on a precomputed distance field around the mannequin. The system then splits the created surface into different panels delimited by the seam‐lines. The generated panels are typically not developable. However, the panels of a realistic garment must be developable, since each panel must unfold into a 2D sewing pattern. Therefore our system automatically approximates each panel with a developable surface, while keeping them assembled along the seams. This process allows us to output the corresponding sewing patterns. The last step of our method computes a natural rest shape for the 3D garment, including the folds due to the collisions with the body and gravity. The folds are generated using procedural modeling of the buckling phenomena observed in real fabric. The result of our algorithm consists of a realistic looking 3D mannequin dressed in the designed garment and the 2D patterns which can be used for distortion free texture mapping. The patterns we create also allow us to sew real replicas of the virtual garments. Keywords:Geometric modeling of garments, developable surfaces, procedural models, buckling. Categories and Subject Descriptors (according to ACM CCS): I.3.5 [Computing Methodologies/Computer Graphics]: Surface representations, I.3.7 [Computing Methodologies/Computer Graphics]: Three‐dimensional graphics and realism
Philippe Decaudin, Dan Julius, Jamie Wither, Laurence Boissieux, Alla Sheffer, Marie-Paule Cani
Comput. Graph. Forum4
2003 Evaluating online control of goal-directed arm movement while standing in virtual visual environment
abstract
Abstract It has been shown that an inaccurate motor planning of a fast goal‐directed movement could be amended through an online comparison between the goal and the instantaneous representation of the (unseen) moving hand. The aim of this study was to test whether such an optimum processing was still efficient in a virtual visual environment (VE), by exploring the effect of immersion on the online visuomotor control of goal‐directed arm movement. Six subjects participated in the experiment, in which hand reaching toward either a stationary or a moving virtual visual target (double‐step paradigm) was executed in an upright posture. The analysis of the hand kinematics and postural adjustments showed an accurate control of movement and balance in both reaching conditions. This indicates that immersion does not affect the online control processes used by the CNS to adjust movement in interactive VE. Copyright © 2003 John Wiley & Sons, Ltd.
Olivier Martin 0004, Benjamin Julian, Laurence Boissieux, Jean-Dominique Gascuel, Claude Prablanc
Comput. Animat. Virtual Worlds3