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2005 GM   Ph.D. Thesis      
2004 JoGT SMI'2004
WSCG'2004
RR #1 #2 #3
2003 SMI'2003 GDR-ALP'2003 RRR'2003
2001 AFIG'2001 Master thesis

...2005...

GM,     Ph.D. Thesis

GM
english, journal paper
A Framework for Modeling, Animating and Morphing Textured Implicit Models
   Aurélien Barbier, Eric Galin, Samir Akkouche.
   Graphical Models 67(3), p 166-188
   SMI'2003 selected papers

   
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Abstract: This paper presents a framework for modeling, animating and morphing textured implicit models. Our hierarchical skeletal implicit surface model incorporates key-frame animation and procedural solid texturing in a unified and coherent way. Our system enables the designer to create complex special effects by synchronizing shape, animation and texture transformations.

Keywords: implicit surface modeling, animation, shape metamorphosis, texture metamorphosis, interpolation


 Ph.D. Thesis
french
Modélisation et Animation de Surfaces Implicites à Squelettes
   under the supervision of Samir Akkouche and Eric Galin
   LIRIS (Lyon Research Center for Images and Intelligent Information Systems)
   reviewers: Dominique Faudot, Laurent Lucas
   other members of the jury: Anne Verroust-Blondet, Jean-Michel Dischler
   Lyon, France, December 9th 2005

   
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Abstract: ???

Keywords: ???

...2004...

JoGT,     SMI, WSCG,     RR #1, RR #2, RR #3,

 JoGT
english, journal paper
Fast Distance Computation Between a Point and Cylinders, Cones, Line swept Spheres and Cone-Spheres
   Aurélien Barbier, Eric Galin.
   Journal of Graphics Tools 9(2), p 11-19
   
   

   
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Abstract: This paper presents algorithms for computing the distance between a point and a cylinder, a cone, a cylinder-sphere and a cone-sphere. Some optimizations are provided when queries are performed along a line which may be useful for ray tracing applications.

Keywords: distance computation.


 SMI'2004
english, conference full paper
A Hybrid Shape Representation for Free-Form Modeling
   Rémi Allègre, Aurélien Barbier, Eric Galin, Samir Akkouche.
   Shape Modelling International, p 7-18
   Genova, Italy, June 7-9 2004.
   acceptance rate : 37% (29/79)

   
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Abstract: In this paper, we introduce a hybrid modeling framework for creating complex objects. Our system relies on an extended CSG tree that assembles skeletal implicit surfaces and polygonal meshes in a coherent fashion: we call this structure the HybridTree. Editing operations are performed by exploiting the complementary abilities of both implicit and parametric surface representations. Implicit surfaces are powerful for combining shapes with Boolean and blending operations, while polygonal meshes are well-suited for local deformations such as FFD and fast visualization. The evaluation of the HybridTree is performed on the fly either through field function queries when the implicit form is required, or through a mesh creation process which is specific and optimized for every kind of node. Both types of queries are achieved in a complete transparent way for the user.

Keywords: shape modeling, implicit surfaces, polygonal meshes, blending, free-form deformations.


WSCG'2004
english, conference full paper
Complex Skeletal Implicit Surfaces with Levels of Detail
   Aurélien Barbier, Eric Galin, Samir Akkouche.
   journal of WSCG 12(1), p 35-42
   Plzen, Czech Republic. February 2-6 2004.
   acceptance rate : 23% (64/279)

   
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Abstract: Recent research has demonstrated the effectiveness of complex skeletal primitives such as subdivision curves and surfaces in implicit surface modeling. This paper presents a hierarchichal modeling system with an automatic levels of detail management for a simpler modeling with an accelerated rendering. We manage levels of detail with smooth transitions and tree optimizations speeding up visualization by an order of magnitude, which allows an interactive editing of the shapes.

Keywords: modeling, implicit surfaces, complex skeletal primitives, levels of detail, accelerated rendering.


 LIRIS Research Reports
english, research report
A Hybrid Shape Representation for Free-Form Modeling
   Rémi Allègre, Aurélien Barbier, Eric Galin, Samir Akkouche.
   LIRIS-RR-2004-009
   
   

   
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Abstract: In this paper, we introduce a hybrid modeling framework for creating complex objects. Our system relies on an extended CSG tree that assembles skeletal implicit surfaces and polygonal meshes in a coherent fashion: we call this structure the HybridTree. Editing operations are performed by exploiting the complementary abilities of both implicit and parametric surface representations. Implicit surfaces are powerful for combining shapes with Boolean and blending operations, while polygonal meshes are well-suited for local deformations such as FFD and fast visualization. The evaluation of the HybridTree is performed on the fly either through field function queries when the implicit form is required, or through a mesh creation process which is specific and optimized for every kind of node. Both types of queries are achieved in a complete transparent way for the user.

Keywords: shape modeling, implicit surfaces, polygonal meshes, blending, free-form deformations.


 LIRIS Research Reports
english, research report
Fast Distance Computation Between a Point and Cylinders, Cones, Line swept Spheres and Cone-Spheres
   Aurélien Barbier, Eric Galin.
   LIRIS-RR-2004-020
   
   

   
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Abstract: This paper presents algorithms for computing the minimal distance between a point and a cylinder, a cone, a line swept sphere and a cone-sphere. Some optimizations are provided when queries are performed along a line which may be useful for voxelization applications. Source code is available online.

Keywords: distance computation.


 LIRIS Research Reports
english, research report
A Framework for Modeling, Animating and Morphing Textured Implicit Models
   Aurélien Barbier, Eric Galin, Samir Akkouche.
   LIRIS-RR-2004-025
   
   

   
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Abstract: This paper presents algorithms for computing the distance between a point and a cylinder, a cone, a cylinder-sphere and a cone-sphere. Some optimizations are provided when queries are performed along a line which may be useful for ray tracing applications.

Keywords: ???

...2003...

SMI,     GDR-ALP,     RRR

 SMI'2003
english, conference full paper
Controlled Metamorphosis of Animated Objects
   Aurélien Barbier, Eric Galin, Samir Akkouche.
   Shape Modelling International : p 184-196.
   Seoul, Korea. May 12-16 2003.
   acceptance rate : 42% (18/43)

   
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Abstract: Although many animation, deformation and metamorphosis techniques have been proposed, the simultaneous combination of those three transformations has never been addressed for three dimensional objects so far. This paper presents a framework for controlling metamorphosis between two animated implicit models built from skeletal elements. It relies on the animated BlobTree model that encompasses the animation and metamorphosis in an unified and coherent fashion. Our method is general and supports a wide range of animation systems such as key-frames or physically based systems.

Keywords: implicit surfaces, animation, metamorphosis.


 GDR-ALP'2003
french, technical sketch
Efficient Modeling of Realistic Shapes with Complex Skeletal Implicit Surfaces
   Aurélien Barbier, Eric Galin, Samir Akkouche.
   GDR ALP.
   Paris, France. January 30-31 2003.
   acceptance rate : 50% (12/24)

   
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Abstract: In general, skeletal implicit surfaces are created from simple skeletons such as point or line segments. Recent research demonstrated the power of subdivision curves and surfaces in implicit solid modeling. This paper aims at extending the scope of implicit modeling by introducing more complex skeletal primitives based on complex curves, surfaces and volumes, and by combining those primitives with local blending operators.
We demonstrate that complex primitives, which are very appealing for modeling a vast variety of shapes, may be processed efficiently and are compatible with interactive editing. We present several methods to handle those complex primitives. We adapt well-known tree optimization and balancing algorithms to speed-up computations. We also present some pre-processing methods that may be applied to a wide range of primitives and that may be invoked prior to ray-tracing or polygonization. Eventually, we describe the implementation of level of details primitives and nodes in our scene graph.
Eventually, we present several examples that demonstrate that our implicit modeling system can be used for modeling and animating complex shapes efficiently.

Keywords: implicit surfaces, complex skeletal primitives, levels of detail, local blending, accelerated rendering.


 RRR'2003
french, poster
Animation de Personnages 3D à Partir d'Images 2D
   Aurélien Barbier.
   Rencontres Régionales de la Recherche en Rhône-Alpes.
   Saint Etienne, France. October 21 2003.
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...2001...

AFIG,     Master thesis

 AFIG'2001
french, conference full paper
L'animorphose : mélange d'animation, de déformation et de métamorphose
   Aurélien Barbier, Eric Galin, Samir Akkouche.
   AFIG'2001, p 49-58.
   Limoges, France. November 28-30 2001.

   
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Abstract: Dans cet article, nous proposons une méthode générale permettant de métamorphoser des personnages modélisés à l'aide de surfaces implicites à squelettes en cours d'animaton et/ou déformation. Les objets sont représentés par un modèle intermédiaire générique dont les paramètres évoluent indépendamment au cours du temps. L'animorphose, mixage d'animation, de déformation et de métamorphose, est associée à un modèle intermédiaire générique contrôlable interactivement ou de manière semi-automatique. Un contrôle de haut niveau est possible grâce à l'animorphose de Bézier qui généralise l'animorphose entre plusieurs formes de contrôle.

Keywords: implicit surfaces, animation, metamorphosis.


 Master Thesis
french
Mémoire de DEA DISIC : L'animorphose
   Aurélien Barbier.
   University Claude Bernard Lyon 1
   Lyon, France. July 12th 2001.
   

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Abstract: Bien que de nombreuses études sur l'animation et la métamorphose existent dans la littérature, le mélange d'animation et de métamorphose n'a jamais été abordé à notre connaissance. Nous nous proposons ici de définir l'animorphose, c'est-à-dire le mixage d'animation et de métamorphose, pour certaines catégories de surfaces implicites. Notre objectif est d'intégrer le concept d'animorphose au BlobTree. Ce modèle définit une surface implicite à l'aide d'un arbre de construction hiérarchique.
Dans ce cadre, notre contribution est triple. Nous avons développé de nouvelles primitives à squelettes complexes (volumes, courbes splines) afin d'en accroître les possibilités de modélisation. Nous présentons un système d'animation cinématique pouvant être étendu à un système à validation dynamique. Il repose sur l'interpolation entre les instants clefs des paramètres caractérisant les composantes du BlobTree. Enfin l'animorphose est définie par un modèle intermédiaire générique et l'interpolation des paramètres de définition des composantes appariées dans le graphe de correspondance défini par l'utilisateur.
Le contrôle de l'animation, comme les corrections de trajectoire, élément primordial nécessaire à l'obtention d'effets spéciaux convaincants, est réalisé simplement par le déplacement, l'insertion ou la suppression de points de contrôle dans l'interpolation. Un contrôle de haut niveau est présenté grâce à l'animorphose de Bézier qui généralise l'animorphose entre plusieurs formes de contrôle.

Keywords: implicit surfaces, animation, metamorphosis.