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Stéphane Redon

dblp:r/StephaneRedon · also Stephane Redon · DBLP profile ↗
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21ranked-venue papers
10as first author
0since 2021 · last 2018
0000-0002-2618-8975ORCID · verified

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

Graphics, computer vision, multimedia, augmented reality and games · 12 · 6 first-authorArtificial intelligence and machine learning · 7 · 4 first-authorSystems, architecture and hardware · 7 · 4 first-authorHuman-computer interaction and ubiquitous computing · 4 · 2 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
10 papers
Computer animation and physical simulation · 52% Geometric modeling and processing · 33% Virtual and augmented reality · 14%
Artificial intelligence
3 papers
Motion planning and robot control · 100%
Human-computer interaction and pervasive computing
3 papers
Haptics and multimodal interaction · 100%

Topics — the 16 heaviest of 18, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Haptics and multimodal interaction
haptic rendering
0.232007
A Six Degree-of-Freedom God-Object Method for Haptic Display of Rigid Bodies with Surface Properties · IEEE Trans. Vis. Comput. Graph. 2007
A Force-Feedback Algorithm for Adaptive Articulated-Body Dynamics Simulation · ICRA 2007
A Six Degree-of-Freedom God-Object Method for Haptic Display of Rigid Bodies · VR 2006
Robotics › Motion planning and robot control
motion planning
0.132007
Efficient Motion Planning of Highly Articulated Chains using Physics-based Sampling · ICRA 2007
Practical Local Planning in the Contact Space · ICRA 2005
Continuous collision detection for articulated models using Taylor models and temporal culling · ACM Trans. Graph. 2007
Computer animation and physical simulation › rigid body simulation
articulated body dynamics
0.132007
A Force-Feedback Algorithm for Adaptive Articulated-Body Dynamics Simulation · ICRA 2007
Adaptive dynamics of articulated bodies · ACM Trans. Graph. 2005
Continuous collision detection for articulated models using Taylor models and temporal culling · ACM Trans. Graph. 2007
Geometric modeling and processing
collision detection
0.142007
Continuous collision detection for articulated models using Taylor models and temporal culling · ACM Trans. Graph. 2007
An Algebraic Solution to the Problem of Collision Detection for Rigid Polyhedral Objects · ICRA 2000
A Six Degree-of-Freedom God-Object Method for Haptic Display of Rigid Bodies · VR 2006
Virtual and augmented reality
immersive interaction
0.122004
Colorplate: Interactive and Continuous Collision Detection for Avatars in Virtual Environments · VR 2004
Interactive and Continuous Collision Detection for Avatars in Virtual Environments · VR 2004
Geometric modeling and processing › collision detection
continuous collision detection
0.122007
Continuous collision detection for articulated models using Taylor models and temporal culling · ACM Trans. Graph. 2007
A Six Degree-of-Freedom God-Object Method for Haptic Display of Rigid Bodies with Surface Properties · IEEE Trans. Vis. Comput. Graph. 2007
Robotics › Motion planning and robot control › motion planning
sampling-based motion planning
0.122007
Practical Local Planning in the Contact Space · ICRA 2005
Efficient Motion Planning of Highly Articulated Chains using Physics-based Sampling · ICRA 2007
Robotics › Motion planning and robot control › motion planning
kinodynamic planning
0.112007
Efficient Motion Planning of Highly Articulated Chains using Physics-based Sampling · ICRA 2007
Computer animation and physical simulation
adaptive simulation
0.112007
A Force-Feedback Algorithm for Adaptive Articulated-Body Dynamics Simulation · ICRA 2007
Haptics and multimodal interaction › haptic feedback
force feedback
0.112007
A Force-Feedback Algorithm for Adaptive Articulated-Body Dynamics Simulation · ICRA 2007
Computer animation and physical simulation
rigid body simulation
0.122007
Gauss' Least Constraints Principle and Rigid Body Simulations · ICRA 2002
A Six Degree-of-Freedom God-Object Method for Haptic Display of Rigid Bodies with Surface Properties · IEEE Trans. Vis. Comput. Graph. 2007
Robotics › Motion planning and robot control
collision detection
0.112005
Practical Local Planning in the Contact Space · ICRA 2005
Robotics › Motion planning and robot control › collision detection
continuous collision detection
0.112005
Practical Local Planning in the Contact Space · ICRA 2005
Robotics › Motion planning and robot control › motion planning › sampling-based motion planning
probabilistic roadmap
0.012007
Efficient Motion Planning of Highly Articulated Chains using Physics-based Sampling · ICRA 2007
Approximation and online algorithms
approximation algorithms
0.012006
An efficient, error-bounded approximation algorithm for simulating quasi-statics of complex linkages · Comput. Aided Des. 2006
Visual content generation and editing › image editing
interactive image editing
0.012000
An Algebraic Solution to the Problem of Collision Detection for Rigid Polyhedral Objects · ICRA 2000

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

continuous collision detection · 0.4constraint-based quasi-statics · 0.3temporal culling · 0.1taylor models · 0.1conservative advancement · 0.1error-bounded approximation · 0.1multithreading · 0.1multi-threading · 0.1dynamic simulation · 0.1constraint forces · 0.1randomized sampling · 0.1motion error metrics · 0.1adaptive simplification · 0.1interactive collision detection · 0.0gauss' principle of least constraints · 0.0
YearPublicationVenuePosition
2018 Atomistic Modelling and Simulation of Transmission Electron Microscopy Images: Application to Intrinsic Defects of Graphene
abstract
International audience
Cyril Guedj, Léonard Jaillet, François Rousse, Stéphane Redon
SIMULTECH4
2017 Adaptive Physically Based Models in Computer Graphics
abstract
Abstract One of the major challenges in physically based modelling is making simulations efficient. Adaptive models provide an essential solution to these efficiency goals. These models are able to self‐adapt in space and time, attempting to provide the best possible compromise between accuracy and speed. This survey reviews the adaptive solutions proposed so far in computer graphics. Models are classified according to the strategy they use for adaptation, from time‐stepping and freezing techniques to geometric adaptivity in the form of structured grids, meshes and particles. Applications range from fluids, through deformable bodies, to articulated solids.
Pierre-Luc Manteaux, Christopher Wojtan, Rahul Narain, Stéphane Redon, François Faure, Marie-Paule Cani
Comput. Graph. Forum4
2011 Variable gain haptic coupling for molecular simulation
abstract
Molecular interactions typically have a high dynamic range (HDR), combining short-range stiff repulsive effects with long-range, soft attractive and repulsive terms. As a result, faithful haptic rendering of such molecular interactions is both important and difficult, in particular in applications where the precise perception of molecular forces is necessary (e.g. in molecular docking simulations). Traditionally, teleoperation coupling using constant gain control schemes have limited applications since they are unable to transmit to users low attractive forces without truncating repulsive ones. Furthermore, constant scaling displacement induces either instability or time-consuming experiments (displacements are slow), which deteriorates the ease of manipulation. In this paper, we describe a variable gain haptic coupling method specifically designed to render high dynamic range (molecular) forces. The proposed method is evaluated by user tests on an experiment involving two water molecules. We observe that variable force amplification is widely appreciated, whereas variable displacement scaling is appropriated only for users familiar with haptic manipulation. A complex experiment on a HIV molecule is carried out using this variable gain system. Advantages and limitations of this approach are discussed.
Aude Bolopion, Barthelemy Cagneau, Stéphane Redon, Stéphane Régnier
World Haptics3
2009 Haptic feedback for molecular simulation
abstract
In this paper, a new tool dedicated to the analysis and the conception of molecules is presented. It is composed of an adaptive simulation software and a haptic device used to interact with molecules while feeling either the forces applied by the environment or the internal forces. The adaptive articulated body algorithm allows fast simulations of complex flexible molecules. To handle the coupling with the force feedback device, two different control schemes designed for nanoscale applications and providing high transparency rendering are proposed and compared.
Aude Bolopion, Barthelemy Cagneau, Stéphane Redon, Stéphane Régnier
IROS3
2008 View-dependent dynamics of articulated bodies
abstract
Abstract We propose a method for view‐dependent simplification of articulated‐body dynamics, which enables an automatic trade‐off between visual precision and computational efficiency. We begin by discussing the problem of simplifying the simulation based on visual criteria, and show that it raises a number of challenging questions. We then focus on articulated‐body dynamics simulation, and propose a semi‐predictive approach which relies on a combination of exact, a priori error metrics computations, and visibility estimations. We suggest several variants of semi‐predictive metrics based on hierarchical data structures and the use of graphics hardware, and discuss their relative merits in terms of computational efficiency and precision. Finally, we present several benchmarks and demonstrate how our view‐dependent articulated‐body dynamics method allows an animator (or a physics engine) to finely tune the visual quality and obtain potentially significant speed‐ups during interactive or off‐line simulations. Copyright © 2008 John Wiley & Sons, Ltd.
Sujeong Kim, Stéphane Redon, Young J. Kim
Comput. Animat. Virtual Worlds2
2008 Continuous collision detection for adaptive simulation of articulated bodies
Sujeong Kim, Stéphane Redon, Young J. Kim
Vis. Comput.2
2007 Efficient Motion Planning of Highly Articulated Chains using Physics-based Sampling
abstract
We present a novel motion planning algorithm that efficiently generates physics-based samples in a kinematically and dynamically constrained space of a highly articulated chain. Similar to prior kinodynamic planning methods, the sampled nodes in our roadmaps are generated based on dynamic simulation. Moreover, we bias these samples by using constraint forces designed to avoid collisions while moving toward the goal configuration. We adaptively reduce the complexity of the state space by determining a subset of joints that contribute most towards the motion and only simulate these joints. Based on these configurations, we compute a valid path that satisfies non-penetration, kinematic, and dynamics constraints. Our approach can be easily combined with a variety of motion planning algorithms including probabilistic roadmaps (PRMs) and rapidly-exploring random trees (RRTs) and applied to articulated robots with hundreds of joints. We demonstrate the performance of our algorithm on several challenging benchmarks
Russell Gayle, Stéphane Redon, Avneesh Sud, Ming C. Lin, Dinesh Manocha
ICRA2
2007 A Force-Feedback Algorithm for Adaptive Articulated-Body Dynamics Simulation
abstract
This paper introduces a novel algorithm for haptic interaction with an adaptive simulation of articulated-body dynamics. Our algorithm has a multi-threaded structure, which allows us to separate the force feedback computation from the adaptive dynamics simulation. The algorithm we propose for force feedback computation has a logarithmic complexity in the number of degrees of freedom in the articulated body. We have implemented our approach and tested it on a 3.0GHz dual processor Xeon PC. The preliminary benchmarks presented here demonstrate that our multi-threaded approach, as well as the logarithmic complexity of the force feedback computation, allow us to interact in a stable way with large articulated bodies that have complex dynamics (such as articulated-body models of proteins). Whatever the update rate of the adaptive simulation loop, the force feedback computation is performed in a few tens of microseconds.
Sandy Morin, Stéphane Redon
ICRA2
2007 Continuous collision detection for articulated models using Taylor models and temporal culling
abstract
We present a fast continuous collision detection (CCD) algorithm for articulated models using Taylor models and temporal culling. Our algorithm is a generalization of conservative advancement (CA) from convex models [Mirtich 1996] to articulated models with non-convex links. Given the initial and final configurations of a moving articulated model, our algorithm creates a continuous motion with constant translational and rotational velocities for each link, and checks for interferences between the articulated model under continuous motion and other models in the environment and for self-collisions. If collisions occur, our algorithm reports the first time of contact (TOC) as well as collision witness features . We have implemented our CCD algorithm and applied it to several challenging scenarios including locomotion generation, articulated-body dynamics and character motion planning. Our algorithm can perform CCDs including self-collision detection for articulated models consisting of many links and tens of thousands of triangles in 1.22 ms on average running on a 3.6 GHz Pentium 4 PC. This is an improvement on the performance of prior algorithms of more than an order of magnitude.
Xinyu Zhang 0002, Stéphane Redon, Minkyoung Lee, Young J. Kim
ACM Trans. Graph.2
2007 A Six Degree-of-Freedom God-Object Method for Haptic Display of Rigid Bodies with Surface Properties
abstract
This paper describes a generalization of the god-object method for haptic interaction between rigid bodies. Our approach separates the computation of the motion of the six degree-of-freedom god-object from the computation of the force applied to the user. The motion of the god-object is computed using continuous collision detection and constraint-based quasi-statics, which enables high-quality haptic interaction between contacting rigid bodies. The force applied to the user is computed using a novel constraint-based quasi-static approach, which allows us to suppress force artifacts typically found in previous methods. The constraint-based force applied to the user, which handles any number of simultaneous contact points, is computed within a few microseconds, while the update of the configuration of the rigid god-object is performed within a few milliseconds for rigid bodies containing up to tens of thousands of triangles. Our approach has been successfully tested on complex benchmarks. Our results show that the separation into asynchronous processes allows us to satisfy the different update rates required by the haptic and visual displays. Force shading and textures can be added and enlarge the range of haptic perception of a virtual environment. This paper is an extension of [1].
Michael Ortega-Binderberger, Stéphane Redon, Sabine Coquillart
IEEE Trans. Vis. Comput. Graph.2
2006 A Six Degree-of-Freedom God-Object Method for Haptic Display of Rigid Bodies
abstract
This paper describes a generalization of the god-object method for haptic interaction between rigid bodies. Our approach separates the computation of the motion of the six degree-of-freedom god-object from the computation of the force applied to the user. The motion of the god-object is computed using continuous collision detection and constraint-based quasi-statics, which enables high-quality haptic interaction between contacting rigid bodies. The force applied to the user is computed using a novel constraint-based quasi-static approach, which allows us to suppress force artifacts typically found in previous methods. Our approach has been implemented on a 3.2 GHz Xeon bi-processor and has been successfully tested on complex benchmarks. Our results show that the separation into asynchronous processes allows us to satisfy the different update rates required by the haptic and the visual displays. The constraint-based force applied to the user, which handles any number of simultaneous contact points, is typically computed within a few microseconds, while the update of the configuration of the rigid god-object is performed within a few milliseconds for rigid bodies containing up to tens of thousands of triangles.
Michael Ortega-Binderberger, Stéphane Redon, Sabine Coquillart
VR2
2006 An efficient, error-bounded approximation algorithm for simulating quasi-statics of complex linkages
Stéphane Redon, Ming C. Lin
Comput. Aided Des.1
2005 Practical Local Planning in the Contact Space
abstract
Proximity query is an integral part of any motion planning algorithm and takes up the majority of planning time. Due to performance issues, most existing planners perform queries at fixed sampled configurations, sometimes resulting in missed collisions. Moreover, randomly determining collision-free configurations makes it difficult to obtain samples close to, or on, the surface of C-obstacles in the configuration space. In this paper, we present an efficient and practical local planning method in contact space which uses “continuous collision detection” (CCD). We show how, using the precise contact information provided by a CCD algorithm, a randomized planner can be enhanced by efficiently sampling the contact space, as well as by constraining the sampling when the roadmap is expanded. We have included our contact-space planning methods in a freely available state-of-the-art planning library - the Stanford MPK library. We have been able to observe that in complex scenarios involving cluttered and narrow passages, which are typically difficult for randomized planners, the enhanced planner offers up to 70 times performance improvement when our contact-space sampling and constrained sampling methods are enabled.
Stéphane Redon, Ming C. Lin
ICRA1
2005 An efficient, error-bounded approximation algorithm for simulating quasi-statics of complex linkages
abstract
Design and analysis of articulated mechanical structures, commonly referred to as linkages, is an integral part of any CAD/CAM system. The most common approaches formulate the problem as purely geometric in nature, though dynamics or quasi-statics of linkages should also be considered. Existing optimal algorithms that compute forward dynamics or quasi-statics of linkages have a linear runtime dependence on the number of joints in the linkage. When forces are applied to a linkage, these techniques need to compute the accelerations of all the joints and can become impractical for rapid prototyping of highly complex linkages with a large number of joints.We introduce a novel algorithm that enables adaptive refinement of the forward quasi-statics simulation of complex linkages. This algorithm can cull away joints whose contribution to the overall linkage motion is below a given user-defined threshold, thus limiting the computation of the joint accelerations and forces to those that contribute most to the overall motion. It also allows a natural trade-off between the precision of the resulting simulation and the time required to compute it. We have implemented our algorithm and tested its performance on complex benchmarks consisting of up to 50,000 joints. We demonstrate that in some cases our algorithm is able to achieve up to two orders of magnitude of performance improvement, while providing a high-precision, error-bounded approximation of the quasi-statics of the simulated linkage.
Stéphane Redon, Ming C. Lin
Symposium on Solid and Physical Modeling1
2005 Adaptive dynamics of articulated bodies
abstract
Forward dynamics is central to physically-based simulation and control of articulated bodies. We present an adaptive algorithm for computing forward dynamics of articulated bodies: using novel motion error metrics, our algorithm can automatically simplify the dynamics of a multi-body system, based on the desired number of degrees of freedom and the location of external forces and active joint forces. We demonstrate this method in plausible animation of articulated bodies, including a large-scale simulation of 200 animated humanoids and multi-body dynamics systems with many degrees of freedom. The graceful simplification allows us to achieve up to two orders of magnitude performance improvement in several complex benchmarks.
Stéphane Redon, Nico Galoppo, Ming C. Lin
ACM Trans. Graph.1
2004 Interactive and Continuous Collision Detection for Avatars in Virtual Environments
Stéphane Redon, Young J. Kim, Ming C. Lin, Dinesh Manocha, Jim Templeman
VR1
2004 Colorplate: Interactive and Continuous Collision Detection for Avatars in Virtual Environments
Stéphane Redon, Young J. Kim, Ming C. Lin, Dinesh Manocha, Jim Templeman
VR1
2002 Gauss' Least Constraints Principle and Rigid Body Simulations
abstract
Most of well-known approaches for rigid body simulations are formulated in the contact-space. Due to Gauss' principle of least constraints, the frictionless dynamics problems are formulated in a motion-space. While the two formulations are mathematically equivalent, they are not computationally equivalent. The motion-space formulation is better conditioned, always sparse, needs less memory, and avoids some unnecessary computations. A preliminary experimental comparison suggests that an algorithm operating in the motion-space takes advantage of sparsity to perform increasingly better than a contact-space algorithm as the average number of contact points per object increases.
Stéphane Redon, Abderrahmane Kheddar, Sabine Coquillart
ICRA1
2002 Hierarchical back-face culling for collision detection
abstract
A few years ago, Vanecek (1994) suggested to apply a variant of back-face culling to speed-up collision detection between polyhedral objects. However, Vanecek's method is linear in the number of faces in the object, which is unpractical for large models. This paper suggests to add some geometrical information to hierarchies of bounding volumes, typically used in collision detection, and perform conservative back-face culling at the bounding-volume level in constant time. The method described in this paper can be applied to complement any kind of bounding-volumes hierarchy and allows a trade-off between memory and speed. Preliminary experimental results suggest that the method allows a significant speed-up, especially in close proximity situations.
Stéphane Redon, Abderrahmane Kheddar, Sabine Coquillart
IROS1
2002 Fast Continuous Collision Detection between Rigid Bodies
abstract
This paper introduces a fast continuous collision detection technique for polyhedral rigid bodies. As opposed to most collision detection techniques, the computation of the first contact time between two objects is inherently part of the algorithm. The method can thus robustly prevent objects interpenetrations or collisions misses, even when objects are thin or have large velocities. The method is valid for general objects (polygon soups), handles multiple moving objects and acyclic articulated bodies, and is efficient in low and high coherency situations. Moreover, the method can be used to speed up existent continuous collision detection methods for parametric or implicit rigid surfaces. The collision detection algorithms have been successfully coupled to a real-time dynamics simulator. Various experiments are conducted that show the method's ability to produce high-quality interaction (precise objects positioning for example) between models up to tens of thousands of triangles, which couldn't have been performed with previous continuous methods. Categories and Subject Descriptors (according to ACM CCS): I.3.7 [Computer Graphics]: Animation - Virtual Reality
Stéphane Redon, Abderrahmane Kheddar, Sabine Coquillart
Comput. Graph. Forum1
2000 An Algebraic Solution to the Problem of Collision Detection for Rigid Polyhedral Objects
abstract
This paper describes a new collision detection algorithm designed for interactive manipulation in virtual environments. Making some assumptions on object motion, the collision time between two objects can be computed by solving a polynomial equation whose degree is equal to or smaller than three.
Stéphane Redon, Abderrahmane Kheddar, Sabine Coquillart
ICRA1