Difference between revisions of "Video Gallery"
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== Others == | == Others == | ||
− | == Surgical planning based on constraint solving == | + | === Surgical planning based on constraint solving === |
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− | == Simulation == | + | === Simulation === |
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− | == Collision detection == | + | === Collision detection === |
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− | == Virtual Reality == | + | === Virtual Reality === |
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− | == GPU rendering & Simulation == | + | === GPU rendering & Simulation === |
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− | == 4D animation == | + | === 4D animation === |
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− | == Communication == | + | === Communication === |
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Latest revision as of 11:57, 16 September 2022
Apparence et mouvement
Importance sampling of glittering BSDFs based on finite mixture distributions | Glittering model |
Illustration of a EGSR 2021 article. | Video popularizing works from 2020/2021 |
X. Chermain et al, EGSR, 2021 | [] |
Semi-Procedural Textures Using Point Process Texture Basis Functions | Content aware texture deformation with dynamic control |
Illustration of a EGSR 2020 article | Illustration of a C&G 2020 article |
P. Guehl and al., EGSR, 2020 | Guingo et al., C&G, 2020 |
Procedural Physically based BRDF for Real-Time Rendering of Glints | Real Time Geometric Glint Anti Aliasing with Normal Map Filtering |
Illustration of a Pacific Graphics 2020 article | Illustration of a SIGGRAPH 2021 article |
X. Chermain et al., CGF, 2020 | X. Chermain et al., SIGGRAPH, 2021 |
Anisotropic Filtering for patch based Texturing | Multi-scale Label-Map Extraction for Texture Synthesis |
Illustration of an Eurographics 2019 article | Illustration of a TOG 2016 article |
N. Lutz et al., Eurographics, 2019 | D. Lockerman et al., TOG, 2016 |
Local Random Phase Noise Textures | Robust Fitting on Poorly Sampled Data for Surface Light Field Rendering and Image Relighting |
Illustration of a TOG 2015 article | Illustration of a CGF 2013 article |
G. Gilet et al., TOG, 2015 | K. Vanhoey, CGF, 2013 |
Patch Based Multiscale Textures | |
Illustration of a TOG 2013 article | |
K. Vanhoey, SIGGRAPH ASIA, 2013 |
Modélisation et interaction
Design of a virtual cocaine consumption scenario for craving study | Petting a cat helps you incarnate the avatar |
Illustration of an IEE ICHI article. | Illustration of an ISMAR article. |
M. Gervilla et al., IEE ICHI, 2022 | B. Freeling, F. Lecuyer and A. Capobianco, ISMAR, 2022 |
Multi-scale Space-time Registration of Growing Plants | ' |
Illustration of 3DV 2021 article | ' |
H. Pan et al., 3DV, 2021 | |
Animation of a hexahedral volume mesh of a bronchial model (1/2) | Animation of a hexahedral volume mesh of a bronchial model (2/2) |
Illustration of work from 2021 | Illustration of work from 2021 |
Contraintes et preuves
This theme does not contain any videos for the moment.
Others
Surgical planning based on constraint solving
Pareto front vs. weighted sum optimization method for automatic trajectory planning of Deep Brain Stimulation. Video of MICCAI 2016 paper #205.
(N. Hamzé, 2016) |
DBS-PILOT: automatic trajectory planning for Deep Brain Stimulation.
(C. Essert, 2015) |
Simulation
Fluid-solid interaction's simulation - Projection of water on a cube
(O. Genevaux) |
Simulation of fluid-solid interactions -
(O. Genevaux) |
Simulation of fluid-solid interactions - Rebound
(O. Genevaux) |
Simulation of fluid-solid interactions - Ball thrown in the water
(O. Genevaux) |
Simulation of fluid-solid interactions - Ball bouncing in the water
(O. Genevaux) |
Physical animation - Animation of a tissue sliding over a ball
(A. Habibi) |
Collision detection
Particle collision detection (T. Jund) |
Particle collision detection (T. Jund) |
Video of the international congress SPM 2009
Forecast mechanism for continuous collision detection in deformable environments (T. Jund) |
Virtual Reality
Geometric modelling of objects in a virtual reality environment (M. Veit) |
DNA Project (J. Grosjean, J. Simonin) |
Bimanual interaction : object warping on the workbench (N. Meylander) |
Simulated touch-screen interaction for 3-D rotation task decomposition (M. Veit) |
Object 3-D rotation using a direct-like interaction technique (M. Veit) |
Simulated touch-screen interaction for 3-D positioning : the height is handled appart from the others dimensions (M. Veit) |
Simulated touch-screen interaction for 3-D positioning : the depth is handled appart from the others dimensions (M. Veit) |
Simulated touch-screen interaction for 3-D positionings in our semi-immersive virtual reality environment (M. Veit) |
Cursor-On-Surface (CROS) : the user moves an interaction point on the surface of a 3-D object. This point can be used for several modelling operations such as sculpting or colouring. (M. Veit) |
3D constraints on the workbench (A. Fabre) |
Ring Menu, Cube Menu (L. Sternberger, J. Grosjean) |
GPU rendering & Simulation
GPU rendering of heighfields (L. Ammann) |
Interactive refraction on complex static
geometry using spherical harmonics (O Génevaux, F Larue, JM Dischler) |
Visualization of plasma simulation (M. Haefelé) |
4D animation
Fusion of 2 spheres |
Fusion of 2 objects |
Modeling of an animation in 4D (N. Dubreuil) |
Communication
France 3 Alsace news coverage |
Presentation IGG 1.1 |
Presentation IGG 1.2 |
Presentation IGG 2.1 |
Presentation IGG 2.2 |
Presentation IGG 2.3 |
Presentation IGG 2.4 |