From Team IGG : Computer Graphics and Geometry
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Specifications, Constraints and Proofs in Geometry
Formalization and theorem proving in geometry
Illustration of Desargues theorem
Specification of a segmentation operation on 2D image represented by colored hypermaps (Détail)
Specification and resolution of geometric constraints
Geometric translation of a solution found algebraicaly
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Formalization and planning of surgical interventions (Détail)
Inclusion of biomechanical simulations in the optimization loop [ 2-HPCE16].
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Constraint solving for deep brain stimulation electrode placement [ 2-EHLA12].
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Thermal propagation computation for cryoablation [ 2-JE15].
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Possible insertion points on a Pareto front [ 4-HVCJ16].
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Geometric Modeling, Simulation and Interaction
Adaptative and multiresolution volumic model
Volume subdivision of a torus with genus 3, modeled as a set of general polyhedra.
Automatic cell labeling to implicitly define a mesh hierarchy.
Detecting collisions in dynamic environments
Crowd simulation - Agents moving through mobile objects (red)
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Crowd simulation - geographic data imported from OpenStreetMap
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Crowd simulation - Building made of multiple levels
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Crowd simulation - Virtual planet
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Crowd simulation - Extreme topologies supported!
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Virtual reality devices
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Camera for position tracking
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Real time simulation of cuts and tearing
An augmented elastic object undergoing large deformations and topological changes.
Separation of degrees of freedom for manipulating objects
Study on the impact of degrees of freedom splitting for interaction in immersive environment.
Distances perception factor in virtual environments
Principle of hybrid projection and the various parameters used for the scene rendering.
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The left picture shows the scene rendered with the standard perspective projection. The right picture shows an example from the same viewpoint with the hybrid projection. On the left picture, the user cannot see the chair legs in front of him.
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Example of virtual visits: different location during the visit of a furnished house. Navigation path is represented by the green "breadcrumb".
Appearance and Movement
Motion capture devices
Shape analysis, registration, and segmentation of movement data
[2-MSC15] Dynamic feature points detected by our AniM-DoG framework are illustrated on a number of selected frames of animated meshes. The color of a sphere represents the temporal scale (from blue to red) of the feature point, and the radius of the sphere indicates the spatial scale.
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Given a pair of animated meshes exhibiting semantically similar motion, we compute a sparse set of feature points on each mesh and compute spatial correspondences among them so that points with similar motion behavior are put in correspondence.
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3D scanning and appearence digitization devices
Short range structured light scanner
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Mid range time of flight laser scanner
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3D Reconstruction of digitized objects (Détail)
Pipeline for reconstructing 3D objects from digitization data
Appearance reconstruction
Pipeline for the texturing of digitized 3D models from a set of pictures
Bear statue, cathedral of Strasbourg. From left: picture, 3D model reconstructed after geometry acquisition (35M points), textured 3D model reconstructed after appearance acquisition (55 pictures).
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Bull statue, cathedral of Strasbourg. From left: picture, 3D model reconstructed after geometry acquisition (22M points), textured 3D model reconstructed after appearance acquisition (28 pictures).
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Digital copies of three Dogon masks. From left: adone mask (antelope), kanaga mask, bird mask with a dege at the top of it.
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Digital copy of a Hogon cup. Left-hand side: the cup fully assembled; right-hand side: each single piece presented separately.
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Digital copies of two dege (female figurines).
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Comparison between colour texture and light field. Reflections improve realism and offer a better understanding on the nature of the materials the object is made of.
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Dragon. Geometry: 18.2M triangles. Texture: light field.
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Mask1. Geometry: 7.7M triangles. Texture: light field.
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Mask2. Geometry: 8.7M triangles. Texture: colour.
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[2-VSGL13] Starting from a set of photos obtained from hand-held shooting, a virtual representation of the appearance of an object is reconstructed. This appearance especially encodes specular effects.
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[2-VSKL15] 3D virtual objects with their appearances are simplified: the goal is to reduce their size while minimizing the loss of visual quality.
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Texture modeling and synthesis
[2-VSLD13] Some textures are synthesized on-the-fly on the GPU from texture samples at multiple scales.
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[2-GSVD14] Some textures are synthesized on-the-fly on the GPU, based on a spectral analysis.
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[2-LSAD16] Some multi-scale label-maps are obtained with our texture analysis method. A possible application is interactive texture editing.
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Précédents travaux
Visualization
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Real-time rendering of refractive objects
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Detection and caracterization of cavities in proteins (Détail)
Modeling of blood vessels for navigation
Deformation models
Meshes reconstruction from voxel images (Détail)
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Simultaneous reconstruction
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Geological layers exploration in immersive environment
Terrain editing in immersive environment
Multi-resolution edition in immersive environment
Digitization of a building with ExRealis