Browsing by Author "Cani, Marie-Paule"
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Item 38th EUROGRAPHICS General Assembly(Eurographics Association, 2017-05-31) Duce, David; Cani, Marie PauleItem Accurate Synthesis of Multi-Class Disk Distributions(The Eurographics Association and John Wiley & Sons Ltd., 2019) Ecormier-Nocca, Pierre; Memari, Pooran; Gain, James; Cani, Marie-Paule; Alliez, Pierre and Pellacini, FabioWhile analysing and synthesising 2D distributions of points has been applied both to the generation of textures with discrete elements and for populating virtual worlds with 3D objects, the results are often inaccurate since the spatial extent of objects cannot be expressed.We introduce three improvements enabling the synthesis of more general distributions of elements. First, we extend continuous pair correlation function (PCF) algorithms to multi-class distributions using a dependency graph, thereby capturing interrelationships between distinct categories of objects. Second, we introduce a new normalised metric for disks, which makes the method applicable to both point and possibly overlapping disk distributions. The metric is specifically designed to distinguish perceptually salient features, such as disjoint, tangent, overlapping, or nested disks. Finally, we pay particular attention to convergence of the mean PCF as well as the validity of individual PCFs, by taking into consideration the variance of the input. Our results demonstrate that this framework can capture and reproduce real-life distributions of elements representing a variety of complex semi-structured patterns, from the interaction between trees and the understorey in a forest to droplets of water. More generally, it applies to any category of 2D object whose shape is better represented by bounding circles than points.Item Automatic Generation of Geological Stories from a Single Sketch(ACM, 2018) Garcia, Maxime; Cani, Marie-Paule; Ronfard, Rémi; Gout, Claude; Perrenoud, Christian; Aydın, Tunç and Sýkora, DanielDescribing the history of a terrain from a vertical geological cross-section is an important problem in geology, called geological restoration. Designing the sequential evolution of the geometry is usually done manually, involving many trials and errors. In this work, we recast this problem as a storyboarding problem, where the different stages in the restoration are automatically generated as storyboard panels and displayed as geological stories. Our system allows geologists to interactively explore multiple scenarios by selecting plausible geological event sequences and backward simulating them at interactive rate, causing the terrain layers to be progressively un-deposited, un-eroded, un-compacted, un-folded and un-faulted. Storyboard sketches are generated along the way. When a restoration is complete, the storyboard panels can be used for automatically generating a forward animation of the terrain history, enabling quick visualization and validation of hypotheses. As a proof-of-concept, we describe how our system was used by geologists to restore and animate cross-sections in real examples at various spatial and temporal scales and with different levels of complexity, including the Chartreuse region in the French Alps.Item Bio-Sketch: A New Medium for Interactive Storytelling Illustrated by the Phenomenon of Infection(The Eurographics Association, 2023) Olivier, Pauline; Chabrier, Renaud; Memari, Pooran; Coll, Jean-Luc; Cani, Marie-Paule; Hansen, Christian; Procter, James; Renata G. Raidou; Jönsson, Daniel; Höllt, ThomasIn the field of biology, digital illustrations play a crucial role in conveying complex phenomena, allowing for idealized shapes and motion, in contrast to data visualization. In the absence of suitable media, scientists often rely on oversimplified 2D figures or have to call in professional artists to create better illustrations, which can be limiting. We introduce Bio-Sketch, a novel progressive sketching system designed to ease the creation of animated illustrations, as exemplified here in the context of the infection phenomenon. Our solution relies on a new progressive sketching paradigm that seamlessly combines 3D modeling and pattern-based shape distribution to create background volume and temporal animation control. The elements created can be assembled into a complex scenario, enabling narrative design experiments for educational applications in biology. Our results and first feedback from experts in illustration and biology demonstrate the potential of Bio-Sketch to assist communication on the infection phenomenon, helping to bridge the gap between expert and non-expert audiences.Item Generating Upper-Body Motion for Real-Time Characters Making their Way through Dynamic Environments(The Eurographics Association and John Wiley & Sons Ltd., 2022) Alvarado, Eduardo; Rohmer, Damien; Cani, Marie-Paule; Dominik L. Michels; Soeren PirkReal-time character animation in dynamic environments requires the generation of plausible upper-body movements regardless of the nature of the environment, including non-rigid obstacles such as vegetation. We propose a flexible model for upper-body interactions, based on the anticipation of the character's surroundings, and on antagonistic controllers to adapt the amount of muscular stiffness and response time to better deal with obstacles. Our solution relies on a hybrid method for character animation that couples a keyframe sequence with kinematic constraints and lightweight physics. The dynamic response of the character's upper-limbs leverages antagonistic controllers, allowing us to tune tension/relaxation in the upper-body without diverging from the reference keyframe motion. A new sight model, controlled by procedural rules, enables high-level authoring of the way the character generates interactions by adapting its stiffness and reaction time. As results show, our real-time method offers precise and explicit control over the character's behavior and style, while seamlessly adapting to new situations. Our model is therefore well suited for gaming applications.Item Inferring the Routes of Prehistoric Humans(The Eurographics Association, 2023) Rahary, Adrien Ramanana; Lorre-Guidt, Mylène; Grégoire, Sophie; Cani, Marie-Paule; Bucciero, Alberto; Fanini, Bruno; Graf, Holger; Pescarin, Sofia; Rizvic, SelmaPrehistoric research is in high demand for 3D simulation to help validate hypotheses and enrich knowledge. While previous multidisciplinary studies focused on the reconstruction of ecosystems around excavation sites, this work takes up a new issue: deducing and visualizing the routes and the time taken by the hominids to reach the places where they harvested their resources, based on field data about raw material sources, the paleoclimate, and the surrounding ecosystem. We rely on the energy consumption of a simplified version of a walking character to compute the most likely locomotion speed and the best routes between input sites of interest, while taking into account local slopes, ground types and the presence of vegetation along the way. We show that this approach allows to evaluate the duration of the typical journeys of Homo heidelbergensis staying at the Caune de l'Arago (France) to collect lithic raw materials and to hunt - allowing archaeologists to deepen their knowledge of economic and territorial practices to the Lower Paleolithic and the Acheulean culture, 500,000 years ago.Item Interactive Flat Coloring of Minimalist Neat Sketches(The Eurographics Association, 2020) Parakkat, Amal Dev; Madipally, Prudhviraj; Gowtham, Hari Hara; Cani, Marie-Paule; Wilkie, Alexander and Banterle, FrancescoWe introduce a simple Delaunay-triangulation based algorithm for the interactive coloring of neat line-art minimalist sketches, ie. vector sketches that may include open contours. The main objective is to minimize user intervention and make interaction as natural as with the flood-fill algorithm while extending coloring to regions with open contours. In particular, we want to save the user from worrying about parameters such as stroke weight and size. Our solution works in two steps, 1) a segmentation step in which the input sketch is automatically divided into regions based on the underlying Delaunay structure and 2) the interactive grouping of neighboring regions based on user input. More precisely, a region adjacency graph is computed from the segmentation result, and is interactively partitioned based on user input to generate the final colored sketch. Results show that our method is as natural as a bucket fill tool and powerful enough to color minimalist sketches.Item Interactive Meso-scale Simulation of Skyscapes(The Eurographics Association and John Wiley & Sons Ltd., 2020) Vimont, Ulysse; Gain, James; Lastic, Maud; Cordonnier, Guillaume; Abiodun, Babatunde; Cani, Marie-Paule; Panozzo, Daniele and Assarsson, UlfAlthough an important component of natural scenes, the representation of skyscapes is often relatively simplistic. This can be largely attributed to the complexity of the thermodynamics underpinning cloud evolution and wind dynamics, which make interactive simulation challenging.We address this problem by introducing a novel layered model that encompasses both terrain and atmosphere, and supports efficient meteorological simulations. The vertical and horizontal layer resolutions can be tuned independently, while maintaining crucial inter-layer thermodynamics, such as convective circulation and land-air transfers of heat and moisture. In addition, we introduce a cloud-form taxonomy for clustering, classifying and upsampling simulation cells to enable visually plausible, finely-sampled volumetric rendering. As our results demonstrate, this pipeline allows interactive simulation followed by up-sampled rendering of extensive skyscapes with dynamic clouds driven by consistent wind patterns. We validate our method by reproducing characteristic phenomena such as diurnal shore breezes, convective cells that contribute to cumulus cloud formation, and orographic effects from moist air driven upslope.Item Pair Correlation Functions with Free-Form Boundaries for Distribution Inpainting and Decomposition(The Eurographics Association, 2020) Nicolet, Baptiste; Ecormier-Nocca, Pierre; Memari, Pooran; Cani, Marie-Paule; Wilkie, Alexander and Banterle, FrancescoPair Correlation Functions (PCF) have been recently spreading as a reliable representation for distributions, enabling the efficient synthesis of point-sets, vector textures and object placement from examples. In this work we introduce a triangulationbased local filtering method to extend PCF-based analysis to exemplars with free-form boundaries. This makes PCF applicable to new problems such as the inpainting of missing parts in an input distribution, or the decomposition of complex, non-homogeneous distributions into a set of coherent classes, in which each category of points can be studied together with their intra and inter-class correlations.Item Progressive and Efficient Multi-Resolution Representations for Brain Tractograms(The Eurographics Association, 2018) Mercier, Corentin; Gori, Pietro; Rohmer, Damien; Cani, Marie-Paule; Boubekeur, Tamy; Thiery, Jean-Marc; Bloch, Isabelle; Puig Puig, Anna and Schultz, Thomas and Vilanova, Anna and Hotz, Ingrid and Kozlikova, Barbora and Vázquez, Pere-PauCurrent tractography methods generate tractograms composed of millions of 3D polylines, called fibers, making visualization and interpretation extremely challenging, thus complexifying the use of this technique in a clinical environment. We propose to progressively simplify tractograms by grouping similar fibers into generalized cylinders. This produces a fine-grained multiresolution model that provides a progressive and real-time navigation through different levels of detail. This model preserves the overall structure of the tractogram and can be adapted to different measures of similarity. We also provide an efficient implementation of the method based on a Delaunay tetrahedralization. We illustrate our method using the Human Connectome Project dataset.Item A Review of Digital Terrain Modeling(The Eurographics Association and John Wiley & Sons Ltd., 2019) Galin, Eric; Guérin, Eric; Peytavie, Adrien; Cordonnier, Guillaume; Cani, Marie-Paule; Benes, Bedrich; Gain, James; Giachetti, Andrea and Rushmeyer, HollyTerrains are a crucial component of three-dimensional scenes and are present in many Computer Graphics applications. Terrain modeling methods focus on capturing landforms in all their intricate detail, including eroded valleys arising from the interplay of varied phenomena, dendritic mountain ranges, and complex river networks. Set against this visual complexity is the need for user control over terrain features, without which designers are unable to adequately express their artistic intent. This article provides an overview of current terrain modeling and authoring techniques, organized according to three categories: procedural modeling, physically-based simulation of erosion and land formation processes, and example-based methods driven by scanned terrain data. We compare and contrast these techniques according to several criteria, specifically: the variety of achievable landforms; realism from both a perceptual and geomorphological perspective; issues of scale in terms of terrain extent and sampling precision; the different interaction metaphors and attendant forms of user-control, and computation and memory performance. We conclude with an in-depth discussion of possible research directions and outstanding technical and scientific challenges.Item SoftWalks: Real-Time, Two-Ways Interaction between a Character and Loose Grounds(The Eurographics Association, 2021) Paliard, Chloé; Alvarado, Eduardo; Rohmer, Damien; Cani, Marie-Paule; Theisel, Holger and Wimmer, MichaelWhen walking on loose terrains, possibly covered with vegetation, the ground and grass should deform, but the character's gait should also change accordingly.We propose a method for modeling such two-ways interactions in real-time.We first complement a layered character model by a high-level controller, which uses position and angular velocity inputs to improve dynamic oscillations when walking on various slopes. Secondly, at a refined level, the feet are set to locally deform the ground and surrounding vegetation using efficient procedural functions, while the character's response to such deformations is computed through adapted inverse kinematics. While simple to set up, our method is generic enough to adapt to any character morphology. Moreover, its ability to generate in real time, consistent gaits on a variety of loose grounds of arbitrary slope, possibly covered with grass, makes it an interesting solution to enhance films and games.Item Structuring and Layering Contour Drawings of Organic Shapes(ACM, 2018) Entem, Even; Parakkat, Amal Dev; Cani, Marie-Paule; Barthe, Loïc; Aydın, Tunç and Sýkora, DanielComplex vector drawings serve as convenient and expressive visual representations, but they remain difficult to edit or manipulate. For clean-line vector drawings of smooth organic shapes, we describe a method to automatically extract a layered structure for the drawn object from the current or nearby viewpoints. The layers correspond to salient regions of the drawing, which are often naturally associated to `parts' of the underlying shape. We present a method that automatically extracts salient structure, organized as parts with relative depth orderings, from clean-line vector drawings of smooth organic shapes. Our method handles drawings that contain complex internal contours with T-junctions indicative of occlusions, as well as internal curves that may either be expressive strokes or substructures. To extract the structure, we introduce a new part-aware metric for complex 2D drawings, the radial variation metric, which is used to identify salient sub-parts. These sub-parts are then considered in a priority-ordered fashion, which enables us to identify and recursively process new shape parts while keeping track of their relative depth ordering. The output is represented in terms of scalable vector graphics layers, thereby enabling meaningful editing and manipulation. We evaluate the method on multiple input drawings and show that the structure we compute is convenient for subsequent posing and animation from nearby viewpoints.Item Velocity Skinning for Real-time Stylized Skeletal Animation(The Eurographics Association and John Wiley & Sons Ltd., 2021) Rohmer, Damien; Tarini, Marco; Kalyanasundaram, Niranjan; Moshfeghifar, Faezeh; Cani, Marie-Paule; Zordan, Victor; Mitra, Niloy and Viola, IvanSecondary animation effects are essential for liveliness. We propose a simple, real-time solution for adding them on top of standard skinning, enabling artist-driven stylization of skeletal motion. Our method takes a standard skeleton animation as input, along with a skin mesh and rig weights. It then derives per-vertex deformations from the different linear and angular velocities along the skeletal hierarchy. We highlight two specific applications of this general framework, namely the cartoonlike ''squashy'' and ''floppy'' effects, achieved from specific combinations of velocity terms. As our results show, combining these effects enables to mimic, enhance and stylize physical-looking behaviours within a standard animation pipeline, for arbitrary skinned characters. Interactive on CPU, our method allows for GPU implementation, yielding real-time performances even on large meshes. Animator control is supported through a simple interface toolkit, enabling to refine the desired type and magnitude of deformation at relevant vertices by simply painting weights. The resulting rigged character automatically responds to new skeletal animation, without further input.