Search Results - "Barthe, Loic"

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  1. 1

    Computing properties of subdivision schemes using small real Fourier indexed matrices by Gérot, Cédric, Barthe, Loïc, Dodgson, Neil A., Sabin, Malcolm A.

    Published in Computer aided geometric design (01-11-2024)
    “…The quality of a subdivision scheme in the vicinity of a vertex or a face-centre is related to the eigenstructure of the subdivision matrix. When the scheme…”
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    Journal Article
  2. 2

    Automatic shape adjustment at joints for the implicit skinning by Hachette, Olivier, Canezin, Florian, Vaillant, Rodolphe, Mellado, Nicolas, Barthe, Loïc

    Published in Computers & graphics (01-02-2022)
    “…The implicit skinning is a geometric interactive skinning method, for skeleton-based animations, enabling plausible deformations at joints while resolving skin…”
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    Journal Article
  3. 3

    Dynamic implicit muscles for character skinning by Roussellet, Valentin, Abu Rumman, Nadine, Canezin, Florian, Mellado, Nicolas, Kavan, Ladislav, Barthe, Loïc

    Published in Computers & graphics (01-12-2018)
    “…•A set of implicit shapes representing character muscles deforming at constant volume.•The driving of the muscles with PBD, producing jiggling and handling…”
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    Journal Article
  4. 4

    Automatic structuring of organic shapes from a single drawing by Entem, Even, Parakkat, Amal Dev, Barthe, Loïc, Muthuganapathy, Ramanathan, Cani, Marie-Paule

    Published in Computers & graphics (01-06-2019)
    “…•We describe a simple and efficient method for the aesthetic closing of sub-parts contours. This method provides a consistent solution when open-end points are…”
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    Journal Article
  5. 5

    Skeleton based cage generation guided by harmonic fields by Casti, Sara, Livesu, Marco, Mellado, Nicolas, Abu Rumman, Nadine, Scateni, Riccardo, Barthe, Loïc, Puppo, Enrico

    Published in Computers & graphics (01-06-2019)
    “…•The cage generation problem is analyzed.•We propose a novel user-assisted tool to build cages guided by the skeleton.•A harmonic field is used to trace…”
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    Journal Article
  6. 6

    Proximity-aware multiple meshes decimation using quadric error metric by Ghazanfarpour, Anahid, Mellado, Nicolas, Himeur, Chems E., Barthe, Loïc, Jessel, Jean-Pierre

    Published in Graphical models (01-05-2020)
    “…[Display omitted] Progressive mesh decimation by successive edge collapses is a standard tool in geometry processing. A key element of such algorithms is the…”
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    Journal Article
  7. 7

    Combinatorial Bidirectional Path-Tracing for Efficient Hybrid CPU/GPU Rendering by Pajot, Anthony, Barthe, Loïc, Paulin, Mathias, Poulin, Pierre

    Published in Computer graphics forum (01-04-2011)
    “…This paper presents a reformulation of bidirectional path‐tracing that adequately divides the algorithm into processes efficiently executed in parallel on both…”
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    Journal Article
  8. 8

    ISPH–PBD: coupled simulation of incompressible fluids and deformable bodies by Abu Rumman, Nadine, Nair, Prapanch, Müller, Patric, Barthe, Loïc, Vanderhaeghe, David

    Published in The Visual computer (01-05-2020)
    “…We present an efficient and stable method for simulating the two-way coupling of incompressible fluids and deformable bodies. In our method, the fluid is…”
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    Journal Article
  9. 9

    Implicit Decals: Interactive Editing of Repetitive Patterns on Surfaces by de Groot, Erwin, Wyvill, Brian, Barthe, Loïc, Nasri, Ahmad, Lalonde, Paul

    Published in Computer graphics forum (01-02-2014)
    “…Texture mapping is an essential component for creating 3D models and is widely used in both the game and the movie industries. Creating texture maps has always…”
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    Journal Article
  10. 10

    High-Quality Adaptive Soft Shadow Mapping by Guennebaud, Gaël, Barthe, Loïc, Paulin, Mathias

    Published in Computer graphics forum (01-01-2007)
    “…The recent soft shadow mapping technique [GBP06] allows the rendering in real‐time of convincing soft shadows on complex and dynamic scenes using a single…”
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    Journal Article
  11. 11

    Representativity for Robust and Adaptive Multiple Importance Sampling by Pajot, A, Barthe, L, Paulin, M, Poulin, P

    “…We present a general method enhancing the robustness of estimators based on multiple importance sampling (MIS) in a numerical integration context. MIS…”
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    Journal Article
  12. 12

    Fitted BVH for Fast Raytracing of Metaballs by Gourmel, Olivier, Pajot, Anthony, Paulin, Mathias, Barthe, Loïc, Poulin, Pierre

    Published in Computer graphics forum (01-05-2010)
    “…Raytracing metaballs is a problem that has numerous applications in the rendering of dynamic soft objects such as fluids. However, current techniques are…”
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    Journal Article
  13. 13

    Crack-free rendering of dynamically tesselated B-rep models by Claux, Frédéric, Barthe, Loïc, Vanderhaeghe, David, Jessel, Jean-Pierre, Paulin, Mathias

    Published in Computer graphics forum (01-05-2014)
    “…We propose a versatile pipeline to render B‐Rep models interactively, precisely and without rendering‐related artifacts such as cracks. Our rendering method is…”
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    Journal Article
  14. 14

    Accurate Shadows by Depth Complexity Sampling by Forest, Vincent, Barthe, Loïc, Paulin, Mathias

    Published in Computer graphics forum (01-04-2008)
    “…The accurate generation of soft shadows is a particularly computationally intensive task. In order to reduce rendering time, most real‐time and offline…”
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    Journal Article
  15. 15

    Adequate inner bound for geometric modeling with compact field functions by Canezin, Florian, Guennebaud, Gaël, Barthe, Loïc

    Published in Computers & graphics (01-10-2013)
    “…Recent advances in implicit surface modeling now provide highly controllable blending effects. These effects rely on the field functions of R3→R in which the…”
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    Journal Article Conference Proceeding
  16. 16

    Subdivision scheme tuning around extraordinary vertices by Barthe, Loïc, Kobbelt, Leif

    Published in Computer aided geometric design (01-07-2004)
    “…In this paper we extend the standard method to derive and optimize subdivision rules in the vicinity of extraordinary vertices (EV). Starting from a given set…”
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    Journal Article
  17. 17

    Soft Textured Shadow Volume by Forest, Vincent, Barthe, Loïc, Guennebaud, Gaël, Paulin, Mathias

    Published in Computer graphics forum (01-06-2009)
    “…Efficiently computing robust soft shadows is a challenging and time consuming task. On the one hand, the quality of image‐based shadows is inherently limited…”
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    Journal Article
  18. 18

    Deferred Splatting by Guennebaud, Gaël, Barthe, Loïc, Paulin, Mathias

    Published in Computer graphics forum (01-09-2004)
    “…In recent years it has been shown that, above a certain complexity, points become the most efficient rendering primitives. Although the programmability of the…”
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    Journal Article
  19. 19

    ImmersiveIML - Immersive interactive machine learning for 3D point cloud classification: the neural network at your fingertips by Cordeil, Maxime, Billy, Thomas, Mellado, Nicolas, Barthe, Loic, Couture, Nadine, Reuter, Patrick

    “…We propose an initial exploration of an interactive machine-learning (IML) dialogue in immersive, interactive Virtual Reality (VR) for the classification of…”
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    Conference Proceeding
  20. 20

    Dynamic surfel set refinement for high-quality rendering by Guennebaud, Gaël, Barthe, Loïc, Paulin, Mathias

    Published in Computers & graphics (01-12-2004)
    “…Splatting-based rendering techniques are currently the best choice for efficient high-quality rendering of point-based geometries. However, such techniques are…”
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    Journal Article