Sébastien Valette
University of Lyon
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Publication
Featured researches published by Sébastien Valette.
IEEE Transactions on Visualization and Computer Graphics | 2008
Sébastien Valette; Jean-Marc Chassery; Rémy Prost
In this paper, we propose a generic framework for 3D surface remeshing. Based on a metric-driven Discrete Voronoi Diagram construction, our output is an optimized 3D triangular mesh with a user-defined vertex budget. Our approach can deal with a wide range of applications, from high-quality mesh generation to shape approximation. By using appropriate metric constraints, the method generates isotropic or anisotropic elements. Based on point sampling, our algorithm combines the robustness and theoretical strength of Delaunay criteria with the efficiency of an entirely discrete geometry processing. Besides the general described framework, we show the experimental results using isotropic, quadric-enhanced isotropic, and anisotropic metrics, which prove the efficiency of our method on large meshes at a low computational cost.
IEEE Transactions on Visualization and Computer Graphics | 2004
Sébastien Valette; Rémy Prost
We propose a new lossy to lossless progressive compression scheme for triangular meshes, based on a wavelet multiresolution theory for irregular 3D meshes. Although remeshing techniques obtain better compression ratios for geometric compression, this approach can be very effective when one wants to keep the connectivity and geometry of the processed mesh completely unchanged. The simplification is based on the solving of an inverse problem. Optimization of both the connectivity and geometry of the processed mesh improves the approximation quality and the compression ratio of the scheme at each resolution level. We show why this algorithm provides an efficient means of compression for both connectivity and geometry of 3D meshes and it is illustrated by experimental results on various sets of reference meshes, where our algorithm performs better than previously published approaches for both lossless and progressive compression.
eurographics | 2004
Sébastien Valette; Jean-Marc Chassery
We present a novel clustering algorithm for polygonal meshes which approximates a Centroidal Voronoi Diagram construction. The clustering provides an efficient way to construct uniform tessellations, and therefore leads to uniform coarsening of polygonal meshes, when the output triangulation has many fewer elements than the input mesh. The mesh topology is also simplified by the clustering algorithm. Based on a mathematical framework, our algorithm is easy to implement, and has low memory requirements. We demonstrate the efficiency of the proposed scheme by processing several reference meshes having up to 1 million triangles and very high genus within a few minutes on a low‐ end computer.
symposium on geometry processing | 2009
Sébastien Valette; Raphaëlle Chaine; Rémy Prost
In this paper, we propose a novel progressive lossless mesh compression algorithm based on Incremental Parametric Refinement, where the connectivity is uncontrolled in a first step, yielding visually pleasing meshes at each resolution level while saving connectivity information compared to previous approaches. The algorithm starts with a coarse version of the original mesh, which is further refined by means of a novel refinement scheme. The mesh refinement is driven by a geometric criterion, in spirit with surface reconstruction algorithms, aiming at generating uniform meshes. The vertices coordinates are also quantized and transmitted in a progressive way, following a geometric criterion, efficiently allocating the bit budget. With this assumption, the generated intermediate meshes tend to exhibit a uniform sampling. The potential discrepancy between the resulting connectivity and the original one is corrected at the end of the algorithm. We provide a proof‐of‐concept implementation, yielding very competitive results compared to previous works in terms of rate/distortion trade‐off.
international workshop on digital watermarking | 2005
Min-Su Kim; Sébastien Valette; Ho-Youl Jung; Rémy Prost
In this paper, we propose a robust watermarking method for 3-D triangle surface meshes. Most previous methods based on the wavelet analysis can process only semi-regular meshes. Our proposal can be applied to irregular as well as regular meshes by using recently introduced irregular wavelet analysis scheme. L2-Norm of the wavelet coefficients is modified in various multi-resolution levels to embed the watermark. We also introduced a vertex and face re-ordering process as pre-processing in both watermark embedding and extraction for the robustness against connectivity reordering attacks. In addition, our proposal employs blind watermark detection scheme, which can extract the watermark without reference of cover mesh model. Through the simulations, we prove that our approach is robust against connectivity reordering as well as various kinds of geometrical attacks such as lossy compression and affine transform.
international conference on 3d web technology | 2012
Hector Jacinto; Razmig Kéchichian; Michel Desvignes; Rémy Prost; Sébastien Valette
We propose a web-accessible image visualization and processing framework well-suited for medical applications. Exploiting client-side HTML5 and WebGL technologies, our proposal allows the end-user to efficiently browse and visualize volumic images in an Out-Of-Core (OOC) manner, annotate and apply server-side image processing algorithms and interactively visualize 3D medical models. Server-side implementation is driven by a file-based, simple, robust and flexible Remote Procedure Call (RPC) scheme well suited for heterogeneous applications. We demonstrate the efficiency of our approach with both an interactive medical image segmentation and a 3D rendering of segmented anatomical structures. As a secondary contribution, we improve the segmentation algorithm with the introduction of user-defined anatomical priors.
computer graphics international | 2009
Julien Dardenne; Sébastien Valette; Nicolas Siauve; Noël Burais; Rémy Prost
In this paper, we propose a novel tetrahedral mesh generation algorithm, which takes volumic data (voxels) as an input. Our algorithm performs a clustering of the original voxels within a variational framework. A vertex replaces each cluster and the set of created vertices is triangulated in order to obtain a tetrahedral mesh, taking into account both the accuracy of the representation and the elements quality. The resulting meshes exhibit good elements quality with respect to minimal dihedral angle and tetrahedra form factor. Experimental results show that the generated meshes are well suited for Finite Element Simulations.
international conference on image processing | 1999
Sébastien Valette; Yun-Sang Kim; Ho-Youl Jung; Isabelle E. Magnin; Rémy Prost
We propose a new subdivision scheme derived from the regular 1:4 face split, allowing analysis of irregularly subdivided triangular meshes by the wavelet transforms. Some experimental results on real medical meshes prove the efficiency of this approach in multiresolution schemes. In addition we show the effectiveness of the proposed algorithm for lossless compression.
Computer Graphics Forum | 2014
Julie Digne; Raphaëlle Chaine; Sébastien Valette
Most surfaces, be it from a fine‐art artifact or a mechanical object, are characterized by a strong self‐similarity. This property finds its source in the natural structures of objects but also in the fabrication processes: regularity of the sculpting technique, or machine tool. In this paper, we propose to exploit the self‐similarity of the underlying shapes for compressing point cloud surfaces which can contain millions of points at a very high precision. Our approach locally resamples the point cloud in order to highlight the self‐similarity of the shape, while remaining consistent with the original shape and the scanner precision. It then uses this self‐similarity to create an ad hoc dictionary on which the local neighborhoods will be sparsely represented, thus allowing for a light‐weight representation of the total surface. We demonstrate the validity of our approach on several point clouds from fine‐arts and mechanical objects, as well as a urban scene. In addition, we show that our approach also achieves a filtering of noise whose magnitude is smaller than the scanner precision.
Computers & Graphics | 2004
Sébastien Valette; Alexandre Gouaillard; Rémy Prost
Abstract In this paper we introduce a novel approach for progressive transmission of three-dimensional (3D) triangular meshes. This algorithm is based on a new reversing approach of the irregular mesh subdivision that enables a wavelet representation of any mesh geometry. In this paper, we show how to achieve progressive compression of 3D models by transmitting more and more wavelet coefficients computed from the original mesh vertices coordinates. The connectivity of the reconstructed mesh remains the same as the original one, but its geometry is progressively refined by means of bitplane encoding. This approach processes directly floating point coordinates which is the most common representation for 3D meshes, and does not need quantization, which is a lossy transformation. Experimental results are given and demonstrate the efficiency of our encoding scheme versus other approaches.