Clément Ménier
French Institute for Research in Computer Science and Automation
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Publication
Featured researches published by Clément Ménier.
international symposium on 3d data processing visualization and transmission | 2006
Clément Ménier; Edmond Boyer; Bruno Raffin
This paper presents an approach to recover body motions from multiple views using a 3D skeletal model. It takes, as input, foreground silhouette sequences from multiple viewpoints, and computes, for each frame, the skeleton pose which best fit the body pose. Skeletal models encode mostly motion information and allows therefore to separate motion estimation from shape estimation for which solutions exist; And focusing on motion parameters significantly reduces the dependancy on specific body shapes, yielding thus more flexible solutions for body motion capture. However, a problem generally faced with skeletal models is to find adequate measurements with which to fit the model. In this paper, we propose to use the medial axis of the body shape to this purpose. Such medial axis can be estimated from the visual hull, a shape approximation which is easily obtained from the silhouette information. Experiments show that this approach is robust to several perturbations in the model or in the input data, and also allows fast body motions or, equivalently, important motions between consecutive frames.
computer vision and pattern recognition | 2004
Jean-Sébastien Franco; Clément Ménier; Edmond Boyer; Bruno Raffin
This paper addresses the problem of real time 3D modeling from images with multiple cameras. Environments where multiple cameras and PCs are present are becoming usual, mainly due to new camera technologies and high computing power of modern PCs. However most applications in computer vision are based on a single, or few PCs for computations and do not scale. Our motivation in this paper is therefore to propose a distributed framework which allows to compute precise 3D models in real time with a variable number of cameras, this through an optimal use of the several PCs which are generally present. We focus in this paper on silhouette based modeling approaches and investigate how to efficiently partition the associated tasks over a set of PCs. Our contribution is a distribution scheme that applies to the different types of approaches in this field and allows for real time applications. Such a scheme relies on different accessible levels of parallelization, from individual task partitions to concurrent executions, yielding in turn controls on both latency and frame rate of the modeling system. We report on the application of the presented framework to visual hull modeling applications. In particular, we show that precise surface models can be computed in real time with standard components. Results with synthetic data and preliminary results in real contexts are presented.
international conference on computer graphics and interactive techniques | 2007
Jérémie Allard; Clément Ménier; Bruno Raffin; Edmond Boyer; François Faure
Grimage glues multi-camera 3D modeling, physical simulation and parallel execution for a new immersive experience. Put your hands or any object into the interaction space. It is instantaneously modeled in 3D and injected into a virtual world populated with solid and soft objects. Push them, catch them and squeeze them.
International Journal of Digital Multimedia Broadcasting | 2010
Benjamin Petit; Jean-Denis Lesage; Clément Ménier; Jérémie Allard; Jean-Sébastien Franco; Bruno Raffin; Edmond Boyer; François Faure
We present a multicamera real-time 3D modeling system that aims at enabling new immersive and interactive environments. This system, called Grimage, allows to retrieve in real-time a 3D mesh of the observed scene as well as the associated textures. This information enables a strong visual presence of the user into virtual worlds. The 3D shape information is also used to compute collisions and reaction forces with virtual objects, enforcing the mechanical presence of the user in the virtual world. The innovation is a fully integrated system with both immersive and interactive capabilities. It embeds a parallel version of the EPVH modeling algorithm inside a distributed vision pipeline. It also adopts the hierarchical component approach of the FlowVR middleware to enforce software modularity and enable distributed executions. Results show high refresh rates and low latencies obtained by taking advantage of the I/O and computing resources of PC clusters. The applications we have developed demonstrate the quality of the visual and mechanical presence with a single platform and with a dual platform that allows telecollaboration.
international conference on computer vision systems | 2006
Jérémie Allard; Jean-Sébastien Franco; Clément Ménier; Edmond Boyer; Bruno Raffin
In this paper, we present a scalable architecture to compute, visualize and interact with 3D dynamic models of real scenes. This architecture is designed for mixed reality applications requiring such dynamic models, tele-immersion for instance. Our system consists in 3 main parts: the acquisition, based on standard firewire cameras; the computation, based on a distribution scheme over a cluster of PC and using a recent shape-from-silhouette algorithm which leads to optimally precise 3D models; the visualization, which is achieved on a multiple display wall. The proposed distribution scheme ensures scalability of the system and hereby allows control over the number of cameras used for acquisition, the frame-rate, or the number of projectors used for high resolution visualization. To our knowledge this is the first completely scalable vision architecture for real time 3D modeling, from acquisition to visualization through computation. Experimental results show that this framework is very promising for real time 3D interactions.
eurographics | 2005
Jérémie Allard; Clément Ménier; Edmond Boyer; Bruno Raffin
In this paper, we present how FlowVR enables the development of modular and high performance VR applications running on a PC cluster. FlowVR is a middleware we specifically developed targeting distributed interactive applications. The goal of the FlowVR design is to favor the application modularity in an attempt to alleviate software engineering issues while taking advantage of this modularity to enable efficient executions on PC clusters. FlowVR relies on an extended data flow model that enables to implement complex message handling functions like collective communications, or bounding box based routing. After a short presentation of FlowVR, we describe a representative application that takes benefit of FlowVR to reach a real time performance running on a PC Cluster.
eurographics workshop on parallel graphics and visualization | 2007
Luciano P. Soares; Clément Ménier; Bruno Raffin; Jean-Louis Roch
This paper introduces a dynamic work balancing algorithm, based on work stealing, for time-constrained parallel octree carving. The performance of the algorithm is proved and confirmed by experimental results where the algorithm is applied to a real-time 3D modeling from multiple video streams. Compared to classical work stealing, the proposed algorithm enforces a relaxed width first octree carving that enables to stop computations at anytime while ensuring a balanced carving.
graphics interface | 2005
Florence Bertails; Clément Ménier; Marie-Paule Cani
Archive | 2006
Thomas Arcila; Jérémie Allard; Clément Ménier; Edmond Boyer; Bruno Raffin
Immersive Projection Technology | 2004
Jérémie Allard; Edmond Boyer; Jean-Sébastien Franco; Clément Ménier; Bruno Raffin
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French Institute for Research in Computer Science and Automation
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