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Dive into the research topics where Guillaume Lavoué is active.

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Featured researches published by Guillaume Lavoué.


Computer-aided Design | 2005

A new CAD mesh segmentation method, based on curvature tensor analysis

Guillaume Lavoué; Florent Dupont; Atilla Baskurt

This paper presents a new and efficient algorithm for the decomposition of 3D arbitrary triangle meshes and particularly optimized triangulated CAD meshes. The algorithm is based on the curvature tensor field analysis and presents two distinct complementary steps: a region based segmentation, which is an improvement of that presented by Lavoue et al. [Lavoue G, Dupont F, Baskurt A. Constant curvature region decomposition of 3D-meshes by a mixed approach vertex-triangle, J WSCG 2004;12(2):245-52] and which decomposes the object into near constant curvature patches, and a boundary rectification based on curvature tensor directions, which corrects boundaries by suppressing their artefacts or discontinuities. Experiments conducted on various models including both CAD and natural objects, show satisfactory results. Resulting segmented patches, by virtue of their properties (homogeneous curvature, clean boundaries) are particularly adapted to computer graphics tasks like parametric or subdivision surface fitting in an adaptive compression objective.


IEEE Transactions on Multimedia | 2008

A Comprehensive Survey on Three-Dimensional Mesh Watermarking

Kai Wang; Guillaume Lavoué; Florence Denis; Atilla Baskurt

Three-dimensional (3-D) meshes have been used more and more in industrial, medical and entertainment applications during the last decade. Many researchers, from both the academic and the industrial sectors, have become aware of their intellectual property protection and authentication problems arising with their increasing use. This paper gives a comprehensive survey on 3-D mesh watermarking, which is considered an effective solution to the above two emerging problems. Our survey covers an introduction to the relevant state of the art, an attack-centric investigation, and a list of existing problems and potential solutions. First, the particular difficulties encountered while applying watermarking on 3-D meshes are discussed. Then we give a presentation and an analysis of the existing algorithms by distinguishing them between fragile techniques and robust techniques. Since attacks play an important role in the design of 3-D mesh watermarking algorithms, we also provide an attack-centric viewpoint of this state of the art. Finally, some future working directions are pointed out especially on the ways of devising robust and blind algorithms and on some new probably promising watermarking feature spaces.


Pattern Recognition | 2013

A comparison of methods for non-rigid 3D shape retrieval

Zhouhui Lian; Afzal Godil; Benjamin Bustos; Mohamed Daoudi; Jeroen Hermans; Shun Kawamura; Yukinori Kurita; Guillaume Lavoué; Hien Van Nguyen; Ryutarou Ohbuchi; Yuki Ohkita; Yuya Ohishi; Fatih Porikli; Martin Reuter; Ivan Sipiran; Dirk Smeets; Paul Suetens; Hedi Tabia; Dirk Vandermeulen

Non-rigid 3D shape retrieval has become an active and important research topic in content-based 3D object retrieval. The aim of this paper is to measure and compare the performance of state-of-the-art methods for non-rigid 3D shape retrieval. The paper develops a new benchmark consisting of 600 non-rigid 3D watertight meshes, which are equally classified into 30 categories, to carry out experiments for 11 different algorithms, whose retrieval accuracies are evaluated using six commonly utilized measures. Models and evaluation tools of the new benchmark are publicly available on our web site [1].


eurographics | 2011

SHREC'11 track: shape retrieval on non-rigid 3D watertight meshes

Zhouhui Lian; Afzal Godil; Benjamin Bustos; Mohamed Daoudi; Jeroen Hermans; Shun Kawamura; Yukinori Kurita; Guillaume Lavoué; Hien Van Nguyen; Ryutarou Ohbuchi; Yuki Ohkita; Yuya Ohishi; Fatih Porikli; Martin Reuter; Ivan Sipiran; Dirk Smeets; Paul Suetens; Hedi Tabia; Dirk Vandermeulen

Non-rigid 3D shape retrieval has become an important research topic in content-based 3D object retrieval. The aim of this track is to measure and compare the performance of non-rigid 3D shape retrieval methods implemented by different participants around the world. The track is based on a new non-rigid 3D shape benchmark, which contains 600 watertight triangle meshes that are equally classified into 30 categories. In this track, 25 runs have been submitted by 9 groups and their retrieval accuracies were evaluated using 6 commonly-utilized measures.


IEEE Transactions on Pattern Analysis and Machine Intelligence | 2009

Improving Zernike Moments Comparison for Optimal Similarity and Rotation Angle Retrieval

Guillaume Lavoué; Atilla Baskurt

Zernike moments constitute a powerful shape descriptor in terms of robustness and description capability. However the classical way of comparing two Zernike descriptors only takes into account the magnitude of the moments and loses the phase information. The novelty of our approach is to take advantage of the phase information in the comparison process while still preserving the invariance to rotation. This new Zernike comparator provides a more accurate similarity measure together with the optimal rotation angle between the patterns, while keeping the same complexity as the classical approach. This angle information is particularly of interest for many applications, including 3D scene understanding through images. Experiments demonstrate that our comparator outperforms the classical one in terms of similarity measure. In particular the robustness of the retrieval against noise and geometric deformation is greatly improved. Moreover, the rotation angle estimation is also more accurate than state-of-the-art algorithms.


Computers & Graphics | 2011

Technical Section: Robust and blind mesh watermarking based on volume moments

Kai Wang; Guillaume Lavoué; Florence Denis; Atilla Baskurt

This paper presents a robust and blind watermarking algorithm for three-dimensional (3D) meshes. The watermarking primitive is an intrinsic 3D shape descriptor: the analytic and continuous geometric volume moment. During watermark embedding, the input mesh is first normalized to a canonical and robust spatial pose by using its global volume moments. Then, the normalized mesh is decomposed into patches and the watermark is embedded through a modified scalar Costa quantization of the zero-order volume moments of some selected candidate patches. Experimental results and comparisons with the state of the art demonstrate the effectiveness of the proposed approach.


Computer Graphics Forum | 2011

A Multiscale Metric for 3D Mesh Visual Quality Assessment

Guillaume Lavoué

Many processing operations are nowadays applied on 3D meshes like compression, watermarking, remeshing and so forth; these processes are mostly driven and/or evaluated using simple distortion measures like the Hausdorff distance and the root mean square error, however these measures do not correlate with the human visual perception while the visual quality of the processed meshes is a crucial issue. In that context we introduce a full‐reference 3D mesh quality metric; this metric can compare two meshes with arbitrary connectivity or sampling density and produces a score that predicts the distortion visibility between them; a visual distortion map is also created. Our metric outperforms its counterparts from the state of the art, in term of correlation with mean opinion scores coming from subjective experiments on three existing databases. Additionally, we present an application of this new metric to the improvement of rate‐distortion evaluation of recent progressive compression algorithms.


tests and proofs | 2009

A local roughness measure for 3D meshes and its application to visual masking

Guillaume Lavoué

3D models are subject to a wide variety of processing operations such as compression, simplification or watermarking, which may introduce some geometric artifacts on the shape. The main issue is to maximize the compression/simplification ratio or the watermark strength while minimizing these visual degradations. However few algorithms exploit the human visual system to hide these degradations, while perceptual attributes could be quite relevant for this task. Particularly, the masking effect defines the fact that one visual pattern can hide the visibility of another. In this context we introduce an algorithm for estimating the roughness of a 3D mesh, as a local measure of geometric noise on the surface. Indeed, a textured (or rough) region is able to hide geometric distortions much better than a smooth one. Our measure is based on curvature analysis on local windows of the mesh and is independent of the resolution/connectivity of the object. The accuracy and the robustness of our measure, together with its relevance regarding visual masking have been demonstrated through extensive comparisons with state-of-the-art and subjective experiment. Two applications are also presented, in which the roughness is used to lead (and improve) respectively compression and watermarking algorithms.


ACM Computing Surveys | 2015

3D Mesh Compression: Survey, Comparisons, and Emerging Trends

Adrien Maglo; Guillaume Lavoué; Florent Dupont; Céline Hudelot

3D meshes are commonly used to represent virtual surface and volumes. However, their raw data representations take a large amount of space. Hence, 3D mesh compression has been an active research topic since the mid 1990s. In 2005, two very good review articles describing the pioneering works were published. Yet, new technologies have emerged since then. In this article, we summarize the early works and put the focus on these novel approaches. We classify and describe the algorithms, evaluate their performance, and provide synthetic comparisons. We also outline the emerging trends for future research.


Computer Graphics Forum | 2011

Learning Boundary Edges for 3D-Mesh Segmentation

Halim Benhabiles; Guillaume Lavoué; Jean-Philippe Vandeborre; Mohamed Daoudi

This paper presents a 3D‐mesh segmentation algorithm based on a learning approach. A large database of manually segmented 3D‐meshes is used to learn a boundary edge function. The function is learned using a classifier which automatically selects from a pool of geometric features the most relevant ones to detect candidate boundary edges. We propose a processing pipeline that produces smooth closed boundaries using this edge function. This pipeline successively selects a set of candidate boundary contours, closes them and optimizes them using a snake movement. Our algorithm was evaluated quantitatively using two different segmentation benchmarks and was shown to outperform most recent algorithms from the state‐of‐the‐art.

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Kai Wang

Centre national de la recherche scientifique

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Vincent Vidal

Centre national de la recherche scientifique

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