Browsing by Author "Ronfard, Rémi"
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Item Approximate Reconstruction of 3D Scenes From Bas-Reliefs(The Eurographics Association, 2019) Casati, Pierre; Ronfard, Rémi; Hahmann, Stefanie; Rizvic, Selma and Rodriguez Echavarria, KarinaFor thousands of years, bas-reliefs have been used to depict scenes of everyday life, mythology and historic events. Yet, the precise geometry of those scenes remains difficult to interpret and reconstruct. Over the past decade, methods have been developed for generating bas-reliefs from 3D scenes. In this paper, we investigate the inverse problem of interpreting and reconstructing 3D scenes from their bas-relief depictions. Even approximate reconstructions can be useful for art historians and museum exhibit designers, as a first entry to the complete interpretation of the narratives told in stone or marble. To create such approximate reconstructions, we present methods for extracting 3D base mesh models of all characters depicted in a bas-relief. We take advantages of the bas-relief geometry and high-level knowledge of human body proportions to recover body parts and their three-dimensional structure, even in severe cases of contact and occlusion. We present experimental results for 6 bas-relief depictions of Greek mythological and historical scenes involving 18 characters and draw conclusions for future work.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 Film Directing for Computer Games and Animation(The Eurographics Association and John Wiley & Sons Ltd., 2021) Ronfard, Rémi; Bühler, Katja and Rushmeier, HollyOver the last forty years, researchers in computer graphics have proposed a large variety of theoretical models and computer implementations of a virtual film director, capable of creating movies from minimal input such as a screenplay or storyboard. The underlying film directing techniques are also in high demand to assist and automate the generation of movies in computer games and animation. The goal of this survey is to characterize the spectrum of applications that require film directing, to present a historical and up-to-date summary of research in algorithmic film directing, and to identify promising avenues and hot topics for future research.Item The Prose Storyboard Language: A Tool for Annotating and Directing Movies(The Eurographics Association, 2022) Ronfard, Rémi; Gandhi, Vineet; Boiron, Laurent; Murukutla, Vaishnavi Ameya; Ronfard, Rémi; Wu, Hui-YinThe prose storyboard language is a formal language for describing movies shot by shot, where each shot is described with a unique sentence. The language uses a simple syntax and limited vocabulary borrowed from working practices in traditional movie-making and is intended to be readable both by machines and humans. The language has been designed over the last ten years to serve as a high-level user interface for intelligent cinematography and editing systems. In this new paper, we present the latest evolution of the language, and the results of an extensive annotation exercise showing the benefits of the language in the task of annotating the sophisticated cinematography and film editing of classic movies.Item (Re-)Framing Virtual Reality(The Eurographics Association, 2022) Sagot-Duvauroux, Rémi; Garnier, François; Ronfard, Rémi; Ronfard, Rémi; Wu, Hui-YinWe address the problem of translating the rich vocabulary of cinematographic shots elaborated in classic films for use in virtual reality. Using a classic scene from Alfred Hitchcock's "North by Northwest", we describe a series of artistic experiments attempting to enter "inside the movie" in various conditions and report on the challenges facing the film director in this task. For the case of room-scale VR, we suggest that the absence of the visual frame of the screen can be usefully replaced by the spatial frame of the physical room where the experience takes place. This "re-framing" opens new directions for creative film directing in virtual reality.Item WICED 2017: Frontmatter(Eurographics Association, 2017) Bares, William; Gandhi, Vineet; Galvane, Quentin; Ronfard, Rémi;Item WICED 2022: Frontmatter(The Eurographics Association, 2022) Ronfard, Rémi; Wu, Hui-Yin; Ronfard, Rémi; Wu, Hui-Yin