| International Journal Papers |
International Conference Full Papers |
National Journal Papers |
National Conference Full Papers |
Research Reports Workshops Short Papers |
Posters | |
|---|---|---|---|---|---|---|
| 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 |
|
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 Click on the picture to see more details about this paper |
|
|
||||||||||||
|
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 Click on the picture to see more details about this PhD thesis |
|
|
||||||||||||
|
Abstract: ??? Keywords: ??? |
||||||||||||||
|
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 |
|
|
||||||||||||
|
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) Click on the picture to see more details about this paper |
|
|
||||||||||||
|
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) |
|
|
||||||||||||
|
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 |
|
|
||||||||||||
|
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 |
|
|
||||||||||||
|
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 |
|
|
||||||||||||
|
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: ??? |
||||||||||||||
|
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) |
|
|
||||||||||||
|
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) Click on the picture to see more details about this paper |
|
|
||||||||||||
|
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.
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. |
|
|
||||||||||||
|
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. |
|
|
||||||||||||
|
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. |
|
|
||||||||||||
|
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. Keywords: implicit surfaces, animation, metamorphosis. |
||||||||||||||