Céline Roudet
University of Burgundy
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Featured researches published by Céline Roudet.
visual communications and image processing | 2007
Céline Roudet; Florent Dupont; Atilla Baskurt
During the last decades, the three-dimensional objects have begun to compete with traditional multimedia (images, sounds and videos) and have been used by more and more applications. The common model used to represent them is a surfacic mesh due to its intrinsic simplicity and efficacity. In this paper, we present a new algorithm for the segmentation of semi-regular triangle meshes, via multiresolution analysis. Our method uses several measures which reflect the roughness of the surface for all meshes resulting from the decomposition of the initial model into different fine-to-coarse multiresolution meshes. The geometric data decomposition is based on the lifting scheme. Using that formulation, we have compared various interpolant prediction operators, associated or not with an update step. For each resolution level, the resulting approximation mesh is then partitioned into classes having almost constant roughness thanks to a clustering algorithm. Resulting classes gather regions having the same visual appearance in term of roughness. The last step consists in decomposing the mesh into connex groups of triangles using region growing ang merging algorithms. These connex surface patches are of particular interest for adaptive mesh compression, visualisation, indexation or watermarking.
eurographics | 2015
Frédéric Payan; Céline Roudet; Basile Sauvage
Semi‐regular triangle remeshing algorithms convert irregular surface meshes into semi‐regular ones. Especially in the field of computer graphics, semi‐regularity is an interesting property because it makes meshes highly suitable for multi‐resolution analysis. In this paper, we survey the numerous remeshing algorithms that have been developed over the past two decades. We propose different classifications to give new and comprehensible insights into both existing methods and issues. We describe how considerable obstacles have already been overcome, and discuss promising perspectives.
signal-image technology and internet-based systems | 2010
Céline Roudet
We first introduce in this paper a new wavelet based segmentation algorithm for three-dimensional (3-D) Semi-Regular (SR) meshes. This method is then considered as a pre-processing step in a view-dependent progressive coding of 3-D meshes. Our segmentation process aims at producing homogeneous regions which have similar frequency amplitudes on the mesh surface, in other words: patches with different degrees of roughness. As a preliminary step of the development of a locally-based Rate-Distortion (R-D) optimized coding scheme, we propose to study the behaviour of the wavelet decomposition in the created patches, during the coding and the view-dependent reconstruction processes. To our knowledge, no previous work has ever considered the influence of the nonrefined parts of a mesh on the more detailed ones, in a view dependent context. The main contribution of this paper consists in considering three different possible wavelet decompositions, close to the patch borders, and to study their influence during the coding and the view-dependent reconstruction stages. Among these three decompositions, we define a new scheme and finally propose various experimentations to demonstrate that it behaves better than the other classical considerations, for view-dependent reconstruction purposes.
Proceedings of SPIE | 2009
Céline Roudet; Florent Dupont; Atilla Baskurt
We introduce a new patch-based multi-resolution analysis of semi-regular mesh surfaces. This analysis brings patch-specific wavelet decomposition, quantization and encoding to the mesh compression process. Our underlying mesh partitioning relies on surface roughness (based on frequency magnitude variations), in order to produce patches, representative of semantic attributes of the object. With current compression methods based on wavelet decomposition, some regions of the mesh still have wavelet coefficients with a non negligible magnitude or polar angle (the angle with the normal vector), reflecting the high frequencies of the model. For each non-smooth region, our adaptive compression chain provides the possibility to choose the best prediction filter adjusted to its specificity. Our hierarchical analysis is based on a semi-regular mesh decomposition produced by second-generation wavelets. Apart from progressive compression, other types of applications can benefit from this adaptive decomposition, like error resilient compression, view-dependent reconstruction, indexation or watermarking. Selective refinement examples are given to illustrate the concept of ROI (Region Of Interest) decoding, which few people has considered, whereas it is possible with JPEG2000 for images.
symposium on geometry processing | 2012
Thomas Delamé; Céline Roudet; Dominique Faudot
Medial surfaces are well‐known and interesting surface skeletons. As such, they can describe the topology and the geometry of a 3D closed object. The link between an object and its medial surface is also intuitively understood by people. We want to exploit such skeletons to use them in applications like shape creation and shape deformation. For this purpose, we need to define medial surfaces as Shape Representation Models (SRMs). One of the very first task of a SRM is to offer a visualization of the shape it describes. However, achieving this with a medial surface remains a challenging problem.
international conference on 3d vision | 2015
Bastien Durix; Géraldine Morin; Sylvie Chambon; Céline Roudet; Lionel Garnier
We present a novel approach to reconstruct a 3D object from images corresponding to two different viewpoints: we estimate the skeleton of the object instead of its surface. The originality of the method is to be able to reconstruct a complete tubular 3D object from only two input images. Unlike classical reconstruction methods like multiview stereo, this approach does not rely on interest points but estimates the topology of the object and derives its surface. Our contributions are twofold. First, given two perspective images of the 3D shape, the projection of the skeleton is computed in 2D. Second the 3D skeleton is reconstructed from the two projections using triangulation and matching. A mesh is finally derived for each skeleton branch.
IEEE Transactions on Automation Science and Engineering | 2009
Raphaëlle Chaine; Pierre-Marie Gandoin; Céline Roudet
During a highly productive period running from 1995 to about 2002, the research in lossless compression of surface meshes mainly consisted in a hard battle for the best bitrates. However, for a few years, compression rates seem stabilized around 1.5 bit per vertex for the connectivity coding of usual triangular meshes, and more and more work is dedicated to remeshing, lossy compression, or gigantic mesh compression, where memory access and CPU optimizations are the new priority. However, the size of 3D models keeps growing, and many application fields keep requiring lossless compression. In this paper, we present a new contribution for single-rate lossless connectivity compression, which first brings improvement over current state of the art bitrates, and second, does not constraint the coding of the vertex positions, offering therefore a good complementarity with the best performing geometric compression methods. The initial observation having motivated this work is that very often, most of the connectivity part of a mesh can be automatically deduced from its geometric part using reconstruction algorithms. This has already been used within the limited framework of projectable objects (essentially, terrain models and GIS), but finds here its first generalization to arbitrary triangular meshes, without any limitation regarding the topological genus, the number of connected components, the manifoldness or the regularity. This can be obtained by constraining and guiding a Delaunay-based reconstruction algorithm so that it outputs the initial mesh to be coded. The resulting rates seem extremely competitive when the meshes are fully included in Delaunay, and are still good compared to the state-of-the-art in the case of scanned models.
solid and physical modeling | 2007
Raphaëlle Chaine; Pierre-Marie Gandoin; Céline Roudet
During a highly productive period running from 1995 to about 2002, the research in lossless compression of 3D meshes mainly consisted in a hard battle for the best bitrates. But for a few years, compression rates seem stabilized around 1.5 bit per vertex for the connectivity coding of usual meshes, and more and more work is dedicated to remeshing, lossy compression, or gigantic mesh compression, where memory and CPU optimizations are the new priority. However, the size of 3D models keeps growing, and many application fields keep requiring lossless compression. In this paper, we present a new contribution for single-rate lossless connectivity compression, which first brings improvement over current state of the art bitrates, and secondly, does not constraint the coding of the vertex positions, offering therefore a good complementarity with the best performing geometric compression methods. The initial observation having motivated this work is that very often, most of the connectivity part of a mesh can be automatically deduced from its geometric part using reconstruction algorithms. This has already been used within the limited framework of projectable objects (essentially terrain models and GIS), but finds here its first generalization to arbitrary triangular meshes, without any limitation regarding the topological genus, the number of connected components, the manifoldness or the regularity. This can be obtained by constraining and guiding a Delaunay-based reconstruction algorithm so that it outputs the initial mesh to be coded. The resulting rates seem extremely competitive when the meshes are fully included in Delaunay, and are still good compared to the state of the art in the general case.
international conference on image processing | 2016
Bastien Durix; Géraldine Morin; Sylvie Chambon; Céline Roudet; Lionel Garnier
The advantage of skeleton-based 3D reconstruction is to completely generate a single 3D object from well chosen views. Having numerous views is necessary for a reliable reconstruction but projections of skeletons lead to different topologies. We reconstruct 3D objects with curved medial axis (whose topology is a tree) from the perspective skeletons on an arbitrary number of calibrated acquisitions. The main contribution is to estimate the 3D skeleton, from multiple images: its topology is chosen as the closest to those of the perspective skeletons on the set of images, which means that the number of topology changes to map the 3D skeleton topology to topologies on images is minimum. This way, the number of matched branches is maximum.
international conference on image processing | 2012
François Destelle; Céline Roudet; Marc Neveu; Albert Dipanda
In this paper, we address the problem of tracking temporal deformations between two arbitrary densely sampled point-based surfaces. We propose an intuitive and efficient resolution to the point matching problem within two frames of a sequence. The proposed method utilizes two distinct space partition trees, one for each point cloud, which both are defined on a unique discrete space. Our method takes advantage of multi-resolution concerns, voxel adjacency relations, and a specific distance function. Experimental results obtained from both simulated and real reconstructed data sets demonstrate that the proposed method can handle efficiently the tracking process even for very large point clouds. Moreover, our method is easy to implement and very fast, which provides possibilities for real-time tracking applications.