- Computer Graphics and Visualization Techniques
- 3D Shape Modeling and Analysis
- Human Motion and Animation
- Advanced MRI Techniques and Applications
- Advanced Numerical Analysis Techniques
- Human Pose and Action Recognition
- Advanced Neuroimaging Techniques and Applications
- Interactive and Immersive Displays
- 3D Surveying and Cultural Heritage
- Video Analysis and Summarization
- Cardiovascular Function and Risk Factors
- Advanced Materials and Mechanics
- Advanced Vision and Imaging
- Music Technology and Sound Studies
- Manufacturing Process and Optimization
- Computational Geometry and Mesh Generation
- Vestibular and auditory disorders
- Landslides and related hazards
- Augmented Reality Applications
- Hydrology and Watershed Management Studies
- Topology Optimization in Engineering
- Cardiac Imaging and Diagnostics
- Social Robot Interaction and HRI
- Image Processing and 3D Reconstruction
- Architecture and Computational Design
Laboratoire d'Informatique de l'École Polytechnique
2017-2025
Centre National de la Recherche Scientifique
2015-2025
École Polytechnique
2017-2024
Hôpital d'Hautepierre
2019
Centre Inria de l'Université Grenoble Alpes
2010-2018
Université Grenoble Alpes
2008-2018
Laboratoire Jean Kuntzmann
2007-2018
Institut national de recherche en informatique et en automatique
2008-2018
École d'Ingénieurs en Chimie et Sciences du Numérique
2013-2017
Institut polytechnique de Grenoble
2017
Objective: The human heart is composed of a helical network muscle fibers organized to form sheets that are separated by cleavage planes responsible for the orthotropic mechanical properties cardiac muscle. purpose this study reconstruction and visualization these structures in 3 dimensions. Methods: Anisotropic least square filtering followed fiber sheet tracking techniques were applied diffusion tensor magnetic resonance imaging data excised heart. Fibers reconstructed using first...
Geometric skinning techniques, such as smooth blending or dual-quaternions, are very popular in the industry for their high performances, but fail to mimic realistic deformations. Other methods make use of physical simulation control volume better capture skin behavior, yet they cannot deliver real-time feedback. In this paper, we present first purely geometric method handling contact effects and muscular bulges real-time. The insight is exploit advanced composition mechanism volumetric,...
Moving garments and other cloth objects exhibit dynamic, complex wrinkles. Generating such wrinkles in a virtual environment currently requires either time-consuming manual design process, or computationally expensive simulation, often combined with accurate parameter-tuning requiring specialized animator skills. Our work presents an alternative approach for wrinkle generation which combines coarse animation post-processing step efficient of realistic-looking fine dynamic method uses the...
Moving garments and other cloth objects exhibit dynamic, complex wrinkles. Generating such wrinkles in a virtual environment currently requires either time-consuming manual design process, or computationally expensive simulation, often combined with accurate parameter-tuning requiring specialized animator skills. Our work presents an alternative approach for wrinkle generation which combines coarse animation post-processing step efficient of realistic-looking fine dynamic method uses the...
We present the first sketch-based modeling method for developable surfaces with pre-designed folds, such as garments or leather products. The main challenge we address building folded from sketches is that silhouette strokes on sketch correspond to discontinuous sets of non-planar curves 3D model. introduce a new zippering algorithm progressively identifying edges model and tying them strokes. Our solution ensures are fully covered optimally sampled by This method, interleaved developability...
Abstract Preserving semantics, in particular terms of contacts, is a key challenge when retargeting motion between characters different morphologies. Our solution relies on low‐dimensional embedding the character's mesh, based rigged vertices that are automatically transferred from source to target. Motion descriptors extracted trajectories these vertices, providing an contains combined semantic information about both shape and pose. A novel, adaptive algorithm then used select weight most...
We present the first method to animate sheets of paper at interactive rates, while automatically generating a plausible set sharp features when sheet is crumpled. The key idea interleave standard physically based simulation steps with procedural generation piecewise continuous developable surface. resulting hybrid surface model captures new singular points dynamically appearing during crumpling process, mimicking effect fiber fracture. Although evolves over time take these irreversible...
In the real world, most objects do not loose volume when they deform: may for instance compensate a local compression by inflating in orthogonal direction, or, case of character, preserve through specific bulges and folds. This paper presents novel extension to smooth skinning, which only offers an exact control object volume, but also enables user specify shape volume-preserving deformations intuitive 1D profile curves. The method, geometric post-processing standard perfectly fits into...
Abstract A popular mode of shape synthesis involves mixing and matching parts from different objects to form a coherent whole. The key challenge is efficiently synthesize variations that are plausible, both locally globally. major obstacle assemble the with local consistency, i.e., all connections between valid no dangling open connections. combinatorial complexity this problem limits existing methods in geometric and/or topological synthesized models. In work, we introduce replaceable...
We propose a robust method for untangling an arbitrary number of cloth layers, possibly exhibiting deep interpenetrations, to collision-free state, ready animation. Our relies on intermediate, implicit representation solve the problem: user selects few garments stored in library together with their approximations, and places them over mannequin while specifying desired order between layers. The intersecting surfaces are then combined using new family N-ary composition operators, specially...
Embryology is a complex morphologic discipline involving set of entangled mechanisms, sometime difficult to understand and visualize. Recent computer based techniques ranging from geometrical physically modeling are used assist the visualization simulation virtual humans for numerous domains such as surgical learning. On other side, ontology-based approach applied knowledge representation more successfully adopted in life-science formalize biological entities phenomena, thanks declarative...
Abstract Human and animal presence in natural landscapes is initially revealed by the immediate impact of their locomotion, from footprints to crushed grass. In this work, we present an approach model effects virtual characters on terrains, focusing human locomotion. We introduce a lightweight solution compute accurate foot placement uneven ground infer dynamic pressure kinematic animation data mass character. A vegetation enables us effectively simulate local locomotion soft soils plants...
Left ventricular hypertrophy induced by systemic hypertension is generally regarded a morphological precursor of unfortunate cardiovascular events. Myocardial fiber disarray has been long recognized as prevalent hallmark this pathology. In chapter, ex vivo diffusion tensor magnetic resonance imaging employed to delineate the regional loss myocardial organization that present in excised heart spontaneously hypertensive rat, opposed control. Fiber tracking results are provided illustrate great...
We propose an interactive sculpting system for seamlessly editing pre-computed animations of liquid, without the need any resimulation. The input is a sequence meshes correspondences representing liquid surface over time. Our method enables efficient selection consistent space-time parts this animation, such as moving waves or droplets, which we call features. Once selected, feature can be copied, edited, duplicated and then pasted back anywhere in space time same another animation sequence....
Abstract Generating plausible deformations of a character skin within the standard production pipeline is challenge. This paper presents volume preservation method dedicated to skinned characters. As usual, defined by mesh at some rest pose and an animation skeleton. At each step, are first computed using SSD. Our corrects result set local which model fold‐over‐free, constant behavior soft tissues. done geometrically, without need any physically‐based simulation. To make easily applicable,...
We address the challenging problem of floor plan reconstruction from sparse views and a room-connectivity graph. As first stage, we construct flexible graph-structure unifying connectivity graph observed data. Using our Graph Neural Network architecture, can then refine available information predict unobserved room properties. In second step, introduce Constrained Diffusion Model to reconstruct consistent matching information, despite its sparsity. More precisely, use Cross-Attention...
Abstract Secondary animation effects are essential for liveliness. We propose a simple, real‐time solution adding them on top of standard skinning, enabling artist‐driven stylization skeletal motion. Our method takes skeleton as input, along with skin mesh and rig weights. It then derives per‐vertex deformations from the different linear angular velocities hierarchy. highlight two specific applications this general framework, namely cartoon‐like “squashy” “floppy” effects, achieved...
Abstract Fashion design often starts with hand‐drawn, expressive sketches that communicate the essence of a garment over idealized human bodies. We propose an approach to automatically dress virtual characters from such input, previously complemented user‐annotations. In contrast prior work requiring users draw garments accurate proportions each character be dressed, our method follows style transfer strategy : information extracted single, annotated fashion sketch can used inform synthesis...
Moving garments and other cloth objects exhibit dynamic, complex wrinkles. Generating such wrinkles in a virtual environment currently requires either time-consuming manual design process, or computationally expensive simulation, often combined with accurate parameter-tuning requiring specialized animator skills. Our work presents an alternative approach for wrinkle generation which combines coarse animation post-processing step efficient of realistic-looking fine dynamic method uses the...