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Renaud Doré

dblp:198/4129 · also Renaud Dore · DBLP profile ↗
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2ranked-venue papers
0as first author
1since 2021 · last 2021
0000-0002-4156-350XORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 1Human-computer interaction and ubiquitous computing · 1Applied, interdisciplinary, general and emerging computing · 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
2 papers
Image and video coding · 77% Virtual and augmented reality · 23%
Human-computer interaction and pervasive computing
1 paper
Immersive interaction · 100%

Topics — the 5 heaviest of 6, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Image and video coding
immersive video coding
0.512021
MPEG Immersive Video Coding Standard · Proc. IEEE 2021
Image and video coding › point cloud compression
video-based point cloud compression
0.512021
MPEG Immersive Video Coding Standard · Proc. IEEE 2021
Image and video coding › immersive video coding
volumetric video compression
0.512021
MPEG Immersive Video Coding Standard · Proc. IEEE 2021
Virtual and augmented reality
immersive video
0.312017
Attention guidance for immersive video content in head-mounted displays · VR 2017
Virtual and augmented reality › immersive video
6dof video
0.112021
MPEG Immersive Video Coding Standard · Proc. IEEE 2021

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

user study · 0.6pilot study · 0.6patch-based coding · 0.5atlas packing · 0.5
YearPublicationVenuePosition
2021 MPEG Immersive Video Coding Standard
abstract
This article introduces the ISO/IEC MPEG Immersive Video (MIV) standard, MPEG-I Part 12, which is undergoing standardization. The draft MIV standard provides support for viewing immersive volumetric content captured by multiple cameras with six degrees of freedom (6DoF) within a viewing space that is determined by the camera arrangement in the capture rig. The bitstream format and decoding processes of the draft specification along with aspects of the Test Model for Immersive Video (TMIV) reference software encoder, decoder, and renderer are described. The use cases, test conditions, quality assessment methods, and experimental results are provided. In the TMIV, multiple texture and geometry views are coded as atlases of patches using a legacy 2-D video codec, while optimizing for bitrate, pixel rate, and quality. The design of the bitstream format and decoder is based on the visual volumetric video-based coding (V3C) and video-based point cloud compression (V-PCC) standard, MPEG-I Part 5.
Jill M. Boyce, Renaud Doré, Adrian Dziembowski, Julien Fleureau, Joël Jung, Bart Kroon, Basel Salahieh, Vinod Kumar Malamal Vadakital, Lu Yu 0003
Proc. IEEE2
2017 Attention guidance for immersive video content in head-mounted displays
abstract
Immersive videos allow users to freely explore 4 π steradian scenes within head-mounted displays (HMD), leading to a strong feeling of immersion. However users may miss important elements of the narrative if not facing them. Hence, we propose four visual effects to guide the user's attention. After an informal pilot study, two of the most efficient effects were evaluated through a user study. Results show that our approach has potential but it remains challenging to implicitly drive the user's attention outside of the field of view.
Fabien Danieau, Antoine Guillo, Renaud Doré
VR3