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Dive into the research topics where Francis Lazarus is active.

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Featured researches published by Francis Lazarus.


international conference on computer graphics and interactive techniques | 1998

Progressive forest split compression

Gabriel Taubin; André Guéziec; William P. Horn; Francis Lazarus

In this paper we introduce the Progressive Forest Split (PFS) representation, a new adaptive refinement scheme for storing and transmitting manifold triangular meshes in progressive and highly compressed form. As in the Progressive Mesh (PM) method of Hoppe, a triangular mesh is represented as a low resolution polygonal model followed by a sequence of refinement operations, each one specifying how to add triangles and vertices to the previous level of detail to obtain a new level. The PFS format shares with PM and other refinement schemes the ability to smoothly interpolate between consecutive levels of detail. However, it achieves much higher compression ratios than PM by using a more complex refinement operation which can, at the expense of reduced granularity, be encoded more efficiently. A forest split operation doubling the number n of triangles of a mesh requires a maximum of approximately 3:5n bits to represent the connectivity changes, as opposed to approximately (5 + log2(n))n bits in PM. We describe algorithms to efficiently encode and decode the PFS format. We also show how any surface simplification algorithm based on edge collapses can be modified to convert single resolution triangular meshes to the PFS format. The modifications are simple and only require two additional topological tests on each candidate edge collapse. We show results obtained by applying these modifications to the Variable Tolerance method of Gueziec. CR


Proceedings of the IEEE | 1998

Geometry coding and VRML

Gabriel Taubin; William P. Horn; Francis Lazarus; Jarek Rossignac

The virtual-reality modeling language (VRML) is rapidly becoming the standard file format for transmitting three-dimensional (3-D) virtual worlds across the Internet. Static and dynamic descriptions of 3-D objects, multimedia content, and a variety of hyperlinks can be represented in VRML files. Both VRML browsers and authoring tools for the creations of VRML files are widely available for several different platforms. In this paper, we describe the topologically assisted geometric compression technology included in our proposal for the VRML compressed binary format. This technology produces significant reduction of file sizes and, subsequently, of the time required for transmission of such filed across the Internet. Compression ratios of 50:1 or more are achieved for large models. The proposal also includes a binary encoding to create compact, rapidly parsable binary VRML files. The proposal is currently being evaluated by the Compressed Binary Format Working Group of the VRML consortium as a possible extension of the VRML standard. In the topologically assisted compression scheme, a polyhedron is represented using two interlocking trees: a spanning tree of vertices and a spanning tree of triangles. The connectivity information represented in other compact schemes, such as triangular strips and generalized triangular meshes, can be directly derived from this representation. Connectivity information for large models is compressed with storage requirements approaching one bit per triangle. A variable-length, optionally lossy compression technique is used for vertex positions, normals, colors, and texture coordinates. The format supports all VRML property binding conventions.


The Visual Computer | 1998

Three-dimensional metamorphosis: a survey

Francis Lazarus; Anne Verroust

A metamorphosis or a (3D) morphing is the process of continuously transforming one object into another. 2D and 3D morphing are popular in computer animation, industrial design, and growth simulation. Since there is no intrinsic solution to the morphing problem, user interaction can be a key component of a morphing software. Many morphing techniques have been proposed in recent years for 2D and 3D objects. We present a survey of the various 3D approaches, giving special attention to the user interface. We show how the approaches are intimately related to the object representations. We conclude by sketching some morphing strategies for the future.


international conference on shape modeling and applications | 1999

Extracting skeletal curves from 3D scattered data

Anne Verroust; Francis Lazarus

We introduce a method for extracting skeletal curves from an unorganized collection of scattered data points lying on a surface. These curves may have a tree like structure to capture branching shapes such as blood vessels. The skeletal curves can be used for different applications ranging from surface reconstruction to object recognition.


acm symposium on solid modeling and applications | 1999

Level set diagrams of polyhedral objects

Francis Lazarus; Anne Verroust

Shape descriptors and feature-based representations are of primary interests in the area of solid modeling. They allow us for easier storage, recognition and general treatments of objects. Axial structures such as skeletons are popular shape descriptors which have been widely studied. Most of the studies focus on a particular type of skeleton called the Medial Axis. Medial Axes can be extracted from discrete volumetric data as well as boundary-based representations. In the later case, however, no algorithm is known to perform well and accurately. We propose a new paradigm for constructing one dimensional axial structures associated with a polyhedral object. These structures, called the level set diagrams, are associated with scalar functions defined over the set of vertices of a polyhedron. We study in details the level set diagram associated with the shortest path distance to a source point. This particular association fits nicely into a theoretical framework and presents interesting properties for the purpose of shape description.


symposium on computational geometry | 2001

Computing a canonical polygonal schema of an orientable triangulated surface

Francis Lazarus; Michel Pocchiola; Gert Vegter; Anne Verroust

A closed orientable surface of genus


IEEE Transactions on Visualization and Computer Graphics | 2001

Cutting and stitching: converting sets of polygons to manifold surfaces

André Guéziec; Gabriel Taubin; Francis Lazarus; B. Hom

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symposium on computer animation | 2007

Harmonic skeleton for realistic character animation

Grégoire Aujay; Franck Hétroy; Francis Lazarus; Christine Depraz

can be obtained by appropriat e identification of pairs of edges of a


IEEE Computer Graphics and Applications | 1999

A framework for streaming geometry in VRML

André Guéziec; Gabriel Taubin; Bill Horn; Francis Lazarus

4g


Discrete and Computational Geometry | 2005

Optimal System of Loops on an Orientable Surface

Éric Colin de Verdière; Francis Lazarus

-gon (the polygonal schema). The identified edges form

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Shripad Thite

California Institute of Technology

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E.C. de Verdiere

École Normale Supérieure

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Michel Pocchiola

École Normale Supérieure

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