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Antoine Mercier 0005

dblp:342/4631 · DBLP profile ↗
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3ranked-venue papers
2as first author
3since 2021 · last 2025
0000-0003-1270-2889ORCID · corroborated

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

Artificial intelligence and machine learning · 2 · 1 first-author · 2 since 2021Graphics, computer vision, multimedia, augmented reality and games · 2 · 2 first-author · 2 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
1 paper
Rendering · 67% Image and video processing · 33%
Human-computer interaction and pervasive computing
1 paper
Ubiquitous computing and smart environments · 77% Health and well-being technologies · 23%
Artificial intelligence
1 paper
Vision and language · 100%

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

TopicWeightPapersLastEvidence papers
Computer vision › Vision and language
vision-language model
0.812024
What to Say and When to Say it: Live Fitness Coaching as a Testbed for Situated Interaction · NeurIPS 2024
Ubiquitous computing and smart environments › interactive environments
situated interaction
0.812024
What to Say and When to Say it: Live Fitness Coaching as a Testbed for Situated Interaction · NeurIPS 2024
Rendering › antialiasing › supersampling
neural supersampling
0.712023
Efficient neural supersampling on a novel gaming dataset · ICCV 2023
Rendering
real-time rendering
0.712023
Efficient neural supersampling on a novel gaming dataset · ICCV 2023
Image and video processing
super-resolution
0.712023
Efficient neural supersampling on a novel gaming dataset · ICCV 2023
Health and well-being technologies › physical activity promotion
fitness coaching
0.212024
What to Say and When to Say it: Live Fitness Coaching as a Testbed for Situated Interaction · NeurIPS 2024

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

streaming baseline · 1.5end-to-end learning · 1.5viewport jittering · 0.7neural supersampling · 0.7mipmap biasing · 0.7
YearPublicationVenuePosition
2025 HexaGen3D: StableDiffusion is One Step Away from Fast and Diverse Text-to-3D Generation
abstract
Despite the latest remarkable advances in generative modeling, efficient generation of high-quality 3D objects from textual prompts remains a difficult task. A key chal-lenge lies in data scarcity: the most extensive 3D datasets encompass merely millions of samples, while their 2D coun-terparts contain billions of text-image pairs. To address this, we propose a novel approach which harnesses the power of large, pretrained 2D diffusion models. More specifically, our approach, HexaGen3D, fine-tunes a pre-trained text-to-image model to jointly predict 6 orthographic projections and the corresponding 3D latent. We then decode these latents to generate a textured mesh. Hex-aGen3D does not require per-sample optimization, and can infer high-quality and diverse objects from textual prompts in 7 seconds, offering significantly better quality-to-latency trade-offs than existing approaches. Furthermore, Hexa-Gen3D demonstrates strong generalization to new objects or compositions.
Antoine Mercier 0005, Ramin Nakhli, Mahesh Reddy, Rajeev Yasarla, Fatih Porikli, Guillaume Berger
WACV1
2024 What to Say and When to Say it: Live Fitness Coaching as a Testbed for Situated Interaction
abstract
Vision-language models have shown impressive progress in recent years. However, existing models are largely limited to turn-based interactions, where each turn must be stepped (i.e., prompted) by the user. Open-ended, asynchronous interactions, where an AI model may proactively deliver timely responses or feedback based on the unfolding situation in real-time, are an open challenge. In this work, we present the QEVD benchmark and dataset, which explores human-AI interaction in the challenging, yet controlled, real-world domain of fitness coaching – a task which intrinsically requires monitoring live user activity and providing immediate feedback. The benchmark requires vision-language models to recognize complex human actions, identify possible mistakes, and provide appropriate feedback in real-time. Our experiments reveal the limitations of existing state-of-the-art vision-language models for such asynchronous situated interactions. Motivated by this, we propose a simple end-to-end streaming baseline that can respond asynchronously to human actions with appropriate feedback at the appropriate time.
Sunny Panchal, Apratim Bhattacharyya, Guillaume Berger, Antoine Mercier 0005, Cornelius Böhm, Florian Dietrichkeit, Reza Pourreza 0002, Pulkit Madan, Mingu Lee, Mark Todorovich, Ingo Bax, Roland Memisevic
NeurIPS4
2023 Efficient neural supersampling on a novel gaming dataset
abstract
Real-time rendering for video games has become increasingly challenging due to the need for higher resolutions, framerates and photorealism. Supersampling has emerged as an effective solution to address this challenge. Our work introduces a novel neural algorithm for super-sampling rendered content that is 4× more efficient than existing methods while maintaining the same level of accuracy. Additionally, we introduce a new dataset which provides auxiliary modalities such as motion vectors and depth generated using graphics rendering features like viewport jittering and mipmap biasing at different resolutions. We believe that this dataset fills a gap in the current dataset landscape and can serve as a valuable resource to help measure progress in the field and advance the state-of-the-art in super-resolution techniques for gaming content.
Antoine Mercier 0005, Ruan Erasmus, Yashesh Savani, Manik Dhingra, Fatih Porikli, Guillaume Berger
ICCV1