Demonstration venue · read-only. Every page can be browsed; the buttons that would change it are switched off. Create an account to run TaxoReview on your own data. A simulation from public publication records: the people listed were not invited and did not agree to review.
? Tutorial for this page

Pascal Volino

dblp:15/5639 · DBLP profile ↗
← Back
30ranked-venue papers
14as first author
0since 2021 · last 2013
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 29 · 14 first-authorHuman-computer interaction and ubiquitous computing · 6 · 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
7 papers
Computer animation and physical simulation · 60% Geometric modeling and processing · 22% Visual content generation and editing · 15%
Interdisciplinary, comprehensive, and emerging computing
1 paper
Computational science and engineering · 50% Medical and health informatics · 50%
Human-computer interaction and pervasive computing
2 papers
Interaction techniques and input · 70% Design research and methods · 30%

Topics — the 13 heaviest of 15, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computer animation and physical simulation
cloth simulation
0.252011
A simple approach to nonlinear tensile stiffness for accurate cloth simulation · ACM Trans. Graph. 2009
From early virtual garment simulation to interactive fashion design · Comput. Aided Des. 2005
An interactive virtual try on · VR 2011
Visual content generation and editing
virtual try-on
0.112011
An interactive virtual try on · VR 2011
Computer animation and physical simulation
deformable body simulation
0.122009
A simple approach to nonlinear tensile stiffness for accurate cloth simulation · ACM Trans. Graph. 2009
Versatile and efficient techniques for simulating cloth and other deformable objects · SIGGRAPH 1995
Computational science and engineering › computational mechanics
biomechanical simulation
0.112009
Physically-based simulation of ballet dancer's hip · SIGGRAPH ASIA Sketches 2009
Medical and health informatics › medical simulation
musculoskeletal simulation
0.112009
Physically-based simulation of ballet dancer's hip · SIGGRAPH ASIA Sketches 2009
Computer animation and physical simulation
collision handling
0.112006
Resolving surface collisions through intersection contour minimization · ACM Trans. Graph. 2006
Geometric modeling and processing › deformation
free-form deformation
0.112006
Real-Time Animation of Complex Hairstyles · IEEE Trans. Vis. Comput. Graph. 2006
Computer animation and physical simulation › deformable body simulation
hair simulation
0.112006
Real-Time Animation of Complex Hairstyles · IEEE Trans. Vis. Comput. Graph. 2006
Geometric modeling and processing › shape deformation
lattice deformation
0.112006
Real-Time Animation of Complex Hairstyles · IEEE Trans. Vis. Comput. Graph. 2006
Geometric modeling and processing › surface processing
surface intersection
0.112006
Resolving surface collisions through intersection contour minimization · ACM Trans. Graph. 2006
Computer animation and physical simulation › physically-based modeling
cloth modeling
0.112005
From early virtual garment simulation to interactive fashion design · Comput. Aided Des. 2005
Interaction techniques and input
touch interaction
0.012011
An interactive virtual try on · VR 2011
Design research and methods › design practice
fashion design
0.012005
From early virtual garment simulation to interactive fashion design · Comput. Aided Des. 2005

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

patient-specific anatomical modeling · 0.2kinematic modeling · 0.2finite element method · 0.1continuum mechanics · 0.1relative displacement optimization · 0.1quadratic b-spline interpolation · 0.1particle system · 0.1metaball collision · 0.1physically based simulation · 0.0
YearPublicationVenuePosition
2013 Sketch-based garment design with quad meshes
Zahraa Yasseen, Ahmad H. Nasri, W. Boukaram, Pascal Volino, Nadia Magnenat-Thalmann
Comput. Aided Des.4
2011 An interactive virtual try on
abstract
This interactive application will allow visitors to play with garments in three dimensions, transforming them into creative, customizable and experimental objects. Based on touch screen technology and through a simple and attractive interface, visitors will be able to dress and customize a 3 dimensional virtual fashion model. The model will pose for you to show of the physically simulated garments in real time.
Nadia Magnenat-Thalmann, Pascal Volino, Bart Kevelham, Mustafa Kasap, Qui Tran, Marlène Arévalo, Ghana Priya, Nedjma Cadi-Yazli
VR2
2010 A Comprehensive Methodology to Visualize Articulations for the Physiological Human
abstract
Musculoskeletal disorders (MSDs) account for the largest fraction of temporary and permanent disabilities. Osteoarthritis (OA) is one of the most common MSDs which is characterized by a degeneration of articular cartilages. Understanding and preventing OA are of paramount importance in our aging yet very active society, and in this context, computer-assisted models of articulations are highly demanded by biomechanical and medical communities. To investigate the causes of some idiopathic OA, we have devised a unique comprehensive methodology to simulate musculoskeletal models of human articulations. Built from a rich variety of acquisition modalities (MRI, Motion capture, Body scanning, etc.) and innovative research, these models are fully subject-specific and account for anatomy, motion and biomechanical behavior of the articulations. This paper presents a complete overview of the methodology with medical validation and clinical case studies.
Nadia Magnenat-Thalmann, Jérôme Schmid, Lazhari Assassi, Pascal Volino
CW4
2009 Physical behavior of deformable hair and clothes: What is common?
abstract
As computers become computationally more powerful, the gap between virtual and physical reality is continuously diminishing. Striving for increased accuracy, computer simulations are becoming more and more specialized by the day - but are less capable of generalization. There is currently no comprehensive physically-based simulation approach for real-time animation of deformable objects within one unique framework. The first step required to tackle this challenge is to investigate invariant aspects in the correlation between dynamic behavior and physical properties of objects with different shape and consistency. In this paper we discuss the mechanical behavior of deformable one-dimensional rods and two-dimensional surfaces: hair and clothes.
Nadia Magnenat-Thalmann, Ugo Bonanni, Pascal Volino
CAD/Graphics3
2009 Physically-based simulation of ballet dancer's hip
abstract
This work describes a methodology for the simulation of the mechanical behavior of the dancers hip. Patient-specific anatomical and kinematical models are used as input to simulate the hip cartilages deformations during motion. Based on computer graphic techniques, this methodology allows a 3D visualization and assessment of pressure distribution, offering orthopedists a complementary tool for diagnosis.
Lazhari Assassi, Pascal Volino, Nadia Magnenat-Thalmann
SIGGRAPH ASIA Sketches2
2009 From MRI to anatomical simulation of the hip joint
abstract
Abstract This paper describes a methodology for the simulation of musculoskeletal disorders. Our clinical study is related to osteoarthritis (OA) of the hip, a pathogenesis possibly due to impingements. These bone collisions lead to abnormal joint mechanics which is characterized by contact pressure and stress distribution upon the joint cartilages. The proposed methodology combines different approaches from modeling to simulation. The simulation is based on patient‐specific anatomical models, where acquisition modalities are noninvasive and flexible. Based on static magnetic resonance imaging (MRI) data, a discrete deformable models method is used for modeling the organs of the musculoskeletal system. Femoroacetabular movements are estimated using an optical motion capture system and are validated by a dynamic MRI analysis. To achieve accurate deformations, techniques to generate volumetric meshes are developed based on the medial axis (MA) information. Finally, a computationally efficient fast functional joint model is used to simulate the mechanical behavior of the soft tissues. The goal of such a simulation is to allow the investigation of the relevant contact and cartilages deformation under movement, which can be useful for diagnosis, pre‐ or post‐operative planning and training. This will benefit further developments in surgical techniques and minimally invasive procedures. Copyright © 2008 John Wiley & Sons, Ltd.
Lazhari Assassi, Caecilia Charbonnier, Jérôme Schmid, Pascal Volino, Nadia Magnenat-Thalmann
Comput. Animat. Virtual Worlds4
2009 A simple approach to nonlinear tensile stiffness for accurate cloth simulation
abstract
Recent mechanical models for cloth simulation have evolved toward accurate representation of elastic stiffness based on continuum mechanics, converging to formulations that are largely analogous to fast finite element methods. In the context of tensile deformations, these formulations usually involve the linearization of tensors, so as to express linear elasticity in a simple way. However, this approach needs significant adaptations and approximations for dealing with the nonlinearities resulting from large cloth deformations. Toward our objective of accurately simulating the nonlinear properties of cloth, we show that this linearization can indeed be avoided and replaced by adapted strain-stress laws that precisely describe the nonlinear behavior of the material. This leads to highly streamlined computations that are particularly efficient for simulating the nonlinear anisotropic tensile elasticity of highly deformable surfaces. We demonstrate the efficiency of this method with examples related to accurate garment simulation from experimental tensile curves measured on actual materials.
Pascal Volino, Nadia Magnenat-Thalmann, François Faure
ACM Trans. Graph.1
2009 Motion study of the hip joint in extreme postures
Caecilia Charbonnier, Lazhari Assassi, Pascal Volino, Nadia Magnenat-Thalmann
Vis. Comput.3
2007 From Measured Fabric to the Simulation of Cloth
abstract
Cloth simulation and fabric measurement are tightly linked areas of research. In order to obtain high quality animations of dressed models, the properties of the simulated garment must first be evaluated in an accurate and adapted way. As cloth is a very complex, isotropic material, the evaluation of its properties is difficult to achieve, and various approaches exist. Depending on the design of the simulation engine, the measurements will be done differently, so that the outputted parameters match the inputs required by the simulator. Various issues must be considered, and depending on the complexity of the simulated garments, tradeoffs must be made in order to reconcile the real features of the cloth (stitches, layers...) and the computational capacities of the simulator (numerical integration, collision detection...)
Nadia Magnenat-Thalmann, Christiane Luible, Pascal Volino, Etienne Lyard
CAD/Graphics3
2007 Accurate Anisotropic Bending Stiffness on Particle Grids
abstract
Combining the accuracy of continuum surface mechanics with the versatility of particle systems, we propose a very simple and fast mechanical model for representing bending elasticity in surfaces. This model, formulated as a grid particle system, simulates accurately bending elasticity, and offers very good computational efficiency through a very simple and completely linear formulation. We demonstrate its accuracy and efficiency through quantitative comparative tests.
Pascal Volino, Nadia Magnenat-Thalmann
CW1
2007 From measured physical parameters to the haptic feeling of fabric
Pascal Volino, Pierre Davy, Ugo Bonanni, Christiane Luible, Nadia Magnenat-Thalmann, Mailis Mäkinen, Harriet Meinander
Vis. Comput.1
2007 Stop-and-go cloth draping
Pascal Volino, Nadia Magnenat-Thalmann
Vis. Comput.1
2006 Optimized Framework for Real Time Hair Simulation
Melanie Montagnol, Pascal Volino, Nadia Magnenat-Thalmann
Computer Graphics International3
2006 Resolving surface collisions through intersection contour minimization
abstract
Robust handling of collisions on non-oriented deformable surfaces requires advanced methods for recovering intersecting surfaces. We present a novel method that resolves intersections between two intersecting surface regions by inducing relative displacements which minimize the length of the intersection contour between them. This method, which does not rely on intersection regions, has a broader application field than existing methods, and its implementation is also much simpler, allowing integration into most existing collision response schemes. We demonstrate the efficiency of this method through examples in the context of cloth simulation.
Pascal Volino, Nadia Magnenat-Thalmann
ACM Trans. Graph.1
2006 Real-Time Animation of Complex Hairstyles
abstract
True real-time animation of complex hairstyles on animated characters is the goal of this work, and the challenge is to build a mechanical model of the hairstyle which is sufficiently fast for real-time performance while preserving the particular behavior of the hair medium and maintaining sufficient versatility for simulating any kind of complex hairstyles. Rather than building a complex mechanical model directly related to the structure of the hair strands, we take advantage of a volume free-form deformation scheme. We detail the construction of an efficient lattice mechanical deformation model which represents the volume behavior of the hair strands. The lattice is deformed as a particle system using state-of-the-art numerical methods, and animates the hairs using quadratic B-Spline interpolation. The hairstyle reacts to the body skin through collisions with a metaball-based approximation. The model is highly scalable and allows hairstyles of any complexity to be simulated in any rendering context with the appropriate trade off between accuracy and computation speed, fitting the need of Level-of-Detail optimization schemes.
Pascal Volino, Nadia Magnenat-Thalmann
IEEE Trans. Vis. Comput. Graph.1
2005 From early virtual garment simulation to interactive fashion design
Pascal Volino, Frederic Cordier, Nadia Magnenat-Thalmann
Comput. Aided Des.1
2005 Collision Detection for Deformable Objects
abstract
Abstract Interactive environments for dynamically deforming objects play an important role in surgery simulation and entertainment technology. These environments require fast deformable models and very efficient collision handling techniques. While collision detection for rigid bodies is well investigated, collision detection for deformable objects introduces additional challenging problems. This paper focuses on these aspects and summarizes recent research in the area of deformable collision detection. Various approaches based on bounding volume hierarchies, distance fields and spatial partitioning are discussed. In addition, image‐space techniques and stochastic methods are considered. Applications in cloth modeling and surgical simulation are presented.
Matthias Teschner, Stefan Kimmerle, Bruno Heidelberger, Gabriel Zachmann, Laks Raghupathi, Arnulph Fuhrmann, Marie-Paule Cani, François Faure, Nadia Magnenat-Thalmann, Wolfgang Straßer, Pascal Volino
Comput. Graph. Forum11
2005 Implicit midpoint integration and adaptive damping for efficient cloth simulation
abstract
Abstract Implicit integration methods have contributed to large performance enhancements in the field of simulation of particle‐system mechanical models. While Backward Euler and BDF‐2 methods are now widely used for cloth simulation applications, the Implicit Midpoint method is often overlooked, because of its poor stability properties. It is however as simple to implement as Backward Euler, and offers significantly better accuracy and even shorter computation times. Starting with a study of the stability properties of these integration methods, we will find out how moderate viscous damping may efficiently restore stability of Implicit Midpoint integration method. An extension is also proposed for BDF‐2 methods. Comparative examples demonstrate the benefits of this approach. Copyright © 2005 John Wiley & Sons, Ltd.
Pascal Volino, Nadia Magnenat-Thalmann
Comput. Animat. Virtual Worlds1
2005 From early draping to haute couture models: 20 years of research
Nadia Magnenat-Thalmann, Pascal Volino
Vis. Comput.2
2004 Animating complex hairstyles in real-time
abstract
True real-time animation of complex hairstyles on animated characters is the goal of this work, and the challenge is to build a mechanical model of the hairstyle which is sufficiently fast for real-time performance while preserving the particular behavior of the hair medium and maintaining sufficient versatility for simulating any kind of complex hairstyles.Rather than building a complex mechanical model directly related to the structure of the hair strands, we take advantage of a volume free-form deformation scheme. We detail the construction of an efficient lattice mechanical deformation model which represents the volume behavior of the hair strands. The lattice is deformed as a particle system using state-of-the-art numerical methods, and animates the hairs using quadratic B-Spline interpolation. The hairstyle reacts to the body skin through collisions with a metaball-based approximation. The model is highly scalable and allows hairstyles of any complexity to be simulated in any rendering context with the appropriate tradeoff between accuracy and computation speed, fitting the need of Level-of-Detail optimization schemes.
Pascal Volino, Nadia Magnenat-Thalmann
VRST1
2002 Avenues of Research in Dynamic Clothing
abstract
While mechanical cloth simulation systems are widely used for creating draped garments on virtual characters, the animation of virtual garments raise challenges on its own. The perception of garment beauty is first related to the dynamic accuracy of the cloth simulation model, which has to reproduce precisely the dissipative behaviors of the material, such as viscosity and plasticity, rendering the visual features of realistic cloth motion. The other important aspect is the need of adequate techniques for the real-time visualization of animated virtual garments, required for many real-time or interactive applications. This work present techniques yielding visible advances for addressing these two aspects.
Nadia Magnenat-Thalmann, Pascal Volino, Frederic Cordier
CA2
2001 Comparing Efficiency of Integration Methods for Cloth Simulation
abstract
Any cloth simulation system needs efficient numerical methods for integrating the equations that describe the mechanical behavior of the discrete representation of the cloth. Choosing the adequate method should be done with full knowledge of the advantages and weaknesses of the main techniques. This paper presents a quantitative comparison of the efficiency of the most common integration techniques used for cloth simulation, and raises the key considerations for optimal implementations depending on the practical kind of simulation problematic.
Pascal Volino, Nadia Magnenat-Thalmann
Computer Graphics International1
2001 Integrating deformations between bodies and clothes
abstract
Abstract In this paper, we present a framework for both skin and cloth deformation. Traditionally, skin and cloth deformations are managed by a non‐unified strategy although the skin interacts on clothes and vice versa. In general, the skin is considered as a rigid surface on which the clothes have no effect. We propose in this paper a unified approach for cloth and body deformation. Our system is able to handle both skin and cloth deformation with collision response. These deformations are managed with a particle system. The skin deformation model is a hybrid model, where deformation due to the skeleton motion is controlled geometrically, and where the collision response is handled by a physical‐based model. In case of collision among skin and clothes, a reaction and friction forces are applied on both skin and cloth to avoid penetration. Copyright © 2001 John Wiley & Sons, Ltd.
Frederic Cordier, Pascal Volino, Nadia Magnenat-Thalmann
Comput. Animat. Virtual Worlds2
2000 Accurate Collision Response on Polygonal Meshes
abstract
We present a very general geometrical correction method for enforcing collisions and other geometrical constraints between polygonal mesh surfaces. It is based on a global resolution scheme that takes advantage of an efficient use of the conjugate gradient algorithm to find the appropriate displacement of the mesh vertices that would satisfy all the constraints simultaneously, and according to momentum conservation laws. This method has been implemented in a cloth simulation system along with a collision response model that enforces a minimum "thickness" distance between cloth surfaces, which can be efficiently integrated in an simulation scheme based on implicit integration. Some provided examples illustrate the efficiency of the method.
Pascal Volino, Nadia Magnenat-Thalmann
CA1
2000 Implementing Fast Cloth Simulation with Collision Response
abstract
The article details and implements efficient techniques for cloth simulation, both in the area of numerical simulation and the area of collision detection and response. Emphasis is put on the efficient implementation of implicit numerical methods with many improvements toward better realism, as well as computation simplicity. A constraint based collision response scheme is adapted to this scheme in order to provide an accurate and stable collision response.
Pascal Volino, Nadia Magnenat-Thalmann
Computer Graphics International1
1999 Animating Wrinkles on Clothes
abstract
This paper describes a method to simulate realistic wrinkles on clothes without fine mesh and large computational overheads. Cloth has very little in-plane deformations, as most of the deformations come from buckling. This can be looked at as area conservation property of cloth. The area conservation formulation of the method modulates the user defined wrinkle pattern, based on deformation of individual triangle. The methodology facilitates use of small in-plane deformation stiffnesses and a coarse mesh for the numerical simulation, this makes cloth simulation fast and robust. Moreover, the ability to design wrinkles (even on generalized deformable models) makes this method versatile for synthetic image generation. The method inspired from cloth wrinkling problem, being geometric in nature, can be extended to other wrinkling phenomena.
Sunil Hadap, Endre Bangerter, Pascal Volino, Nadia Magnenat-Thalmann
IEEE Visualization3
1998 The SPHERIGON: A Simple Polygon Patch for Smoothing Quickly Your Polygonal Meshes
abstract
Smoothing techniques are essential in providing high quality rendering from polygonal objects that are described with a minimal amount of geometrical information. In order to remove the "polygonal" aspect of rough polygonal meshes, several techniques are available, such as shading or interpolation techniques. Combining the benefits of polygonal interpolation with a very simple and straightforward implementation, we present the SPHERIGION, a polygonal patch that performs very quick local interpolation of an arbitrary polygon given its vertices and vertex normals. Though not formally enforcing C1 continuity along the mesh edges, it however provides very good results in usual cases without the complexity and constraints of traditional techniques such as spline based surfaces or recursive subdivision methods.
Pascal Volino, Nadia Magnenat-Thalmann
CA1
1996 Virtual clothes, Hair and Skin for Beautiful Top Models
abstract
Since 1986, we have led extensive research on simulating realistic looking humans. We have created Marilyn Monroe and Humphrey Bogart that met in a Cafe in Montreal. At that time, they did not wear any dress as such. Humphrey's body was made out of a plaster model that has the shape of a suit. Colours on Marilyn's body looked like a dress. Hairs were simulated as a global shape and skin was a colour. Since then, we have developed extensive research to simulate real virtual deformable clothes wearing by virtual humans. We also needed to have appropriate simulation of a skin and recently, we have developed new research on skin in order to decrease the plastic colour of our synthetic actors. Also there was a need to simulate hair in an efficient way. New methods have been developed, both for design and animation purpose that are compatible with the clothes module. In this paper, we introduce our most recent research results on these topics. We are now able to simulate top models that start to look like real ones. Our latest work, that shows Marilyn receiving a golden camera Award in Berlin, Germany, demonstrates the results of our research. This sequence has been shown in a ZDF television program that was seen by more than 15 million viewers.
Nadia Magnenat-Thalmann, Stéphane Carion, Martin Courchesne, Pascal Volino
Computer Graphics International4
1995 Topological modeling of human anatomy using medical data
abstract
Medical imaging can provide data for useful views of the interior details of human anatomy. In addition to visualization, which in general has been the primary reason for obtaining these data, many other uses are possible. These include modeling of different elements and their inter-relationships-topological modeling, simulation of physical processes, analysis of movements and validation of models. Here, we describe some of the modeling issues from medical imaging. The issues are particularly related to topological modeling of different anatomical elements: bones, muscles, articulations, etc. A 3D topological modeler is presented with which anatomists and other users can build a topological data base containing structural, topological, and mechanical information of anatomical elements.>
Prem Kumar Kalra, Pierre Beylot, P. Gingins, Nadia Magnenat-Thalmann, Pascal Volino, Pierre Hoffmeyer, J. Fasel, F. Terrier
CA5
1995 Versatile and efficient techniques for simulating cloth and other deformable objects
abstract
Article Free Access Share on Versatile and efficient techniques for simulating cloth and other deformable objects Authors: Pascal Volino MIRAlab, C.U.I., University of Geneva, 24, Rue du Général Dufour, 1211 Genève - Switzerland MIRAlab, C.U.I., University of Geneva, 24, Rue du Général Dufour, 1211 Genève - SwitzerlandView Profile , Martin Courchesne H.E.C., University of Montreal, 5255, Av. Décelles H3T-IU6 Montreal -Canada and MIRAlab, C.U.I., University of Geneva, 24, Rue du Général Dufour, 1211 Genève - Switzerland H.E.C., University of Montreal, 5255, Av. Décelles H3T-IU6 Montreal -Canada and MIRAlab, C.U.I., University of Geneva, 24, Rue du Général Dufour, 1211 Genève - SwitzerlandView Profile , Nadia Magnenat Thalmann MIRAlab, C.U.I., University of Geneva, 24, Rue du Général Dufour, 1211 Genève - Switzerland and H.E.C., University of Montreal, 5255, Av. Décelles H3T-IU6 Montreal -Canada MIRAlab, C.U.I., University of Geneva, 24, Rue du Général Dufour, 1211 Genève - Switzerland and H.E.C., University of Montreal, 5255, Av. Décelles H3T-IU6 Montreal -CanadaView Profile Authors Info & Claims SIGGRAPH '95: Proceedings of the 22nd annual conference on Computer graphics and interactive techniquesSeptember 1995 Pages 137–144https://doi.org/10.1145/218380.218432Online:15 September 1995Publication History 156citation1,935DownloadsMetricsTotal Citations156Total Downloads1,935Last 12 Months39Last 6 weeks6 Get Citation AlertsNew Citation Alert added!This alert has been successfully added and will be sent to:You will be notified whenever a record that you have chosen has been cited.To manage your alert preferences, click on the button below.Manage my AlertsNew Citation Alert!Please log in to your account Save to BinderSave to BinderCreate a New BinderNameCancelCreateExport CitationPublisher SiteeReaderPDF
Pascal Volino, Martin Courchesne, Nadia Magnenat-Thalmann
SIGGRAPH1