F. Payan - Academia.edu (original) (raw)
Papers by F. Payan
L'analyse spectrale de maillages surfaciques est très importante pour de nombreux domaines comme ... more L'analyse spectrale de maillages surfaciques est très importante pour de nombreux domaines comme la vision par ordinateurs par exemple. Son principal but est d'étudier la distribution des sommets d'un maillage donné (autrement dit l'échantillonnage) par rapport à la surface qu'il représente. Nous proposons dans cet article une amélioration d'un outil d'analyse spectrale pour maillages surfaciques. Cet outil a été développé par Wei et al. [1], et est, à notre connaissance, le seul outil à évaluer des échantillonnages non-uniformes de surfaces. Notre contribution fait évoluer cet outil basé sur l'analyse de domaines différentiels, en incorporant un calcul précis de distances géodésiques, basé sur l'algorithme de Dijkstra [2]. L'intérêt principal est d'affiner l'analyse des maillages ayant de fortes contraintes géométriques comme des saillances, des coins, etc., qui est actuellement biaisée avec l'outil original [1]. Les résultats expérimentaux mettent en avant la validité de notre approche sur des échantillonnages adaptatifs de surfaces CAO complexes.
2009 16th IEEE International Conference on Image Processing (ICIP), 2009
A view-dependent geometry coding of 3D scenes defined by sets of semi-regular meshes is presented... more A view-dependent geometry coding of 3D scenes defined by sets of semi-regular meshes is presented. The objective is to reduce the quantity of significant data to store when visualizing static 3D scenes from a specific point of view. The proposed coding scheme combines a segmentation for determining the visible regions, and an allocation process for improving the visual quality of the encoded scene.
2011 18th IEEE International Conference on Image Processing, 2011
2010 IEEE International Workshop on Multimedia Signal Processing, 2010
We propose an adaptive semi-regular remeshing algorithm for surface meshes. Our algorithm uses Vo... more We propose an adaptive semi-regular remeshing algorithm for surface meshes. Our algorithm uses Voronoi tessellations during both simplification and refinement stages. During simplification, the algorithm constructs a first centroidal Voronoi tessellation of the vertices of the input mesh. The sites of the Voronoi cells are the vertices of the base mesh of the semi-regular output. During refinement, the new vertices added at each resolution level by regular subdivision are considered as new Voronoi sites. We then use the Lloyd relaxation algorithm to update their position, and finally we obtain uniform semi-regular meshes. Our algorithm also enables adaptive remeshing by tuning a threshold based on the mass probability of the Voronoi sites added by subdivision. Experimentation shows that our technique produces semi-regular meshes of high quality, with significantly less triangles than state of the art techniques.
SPIE Proceedings, 2010
The softwares Mesh and Metro are widely used for measuring geometrical differences between two su... more The softwares Mesh and Metro are widely used for measuring geometrical differences between two surfaces. Unfortunately, those two softwares cannot be used to compute the surface-to-surface distance for huge semiregular meshes because of the memory capacity. Consequently, estimating the quality of remeshing or geometry compression algorithms cannot be done for such data. To overcome this problem, we propose an original
2008 IEEE International Conference on Acoustics, Speech and Signal Processing, 2008
In this paper, we present a new framework to analyse and process 3D animations (defined by sequen... more In this paper, we present a new framework to analyse and process 3D animations (defined by sequences of triangular meshes sharing the same connectivity at any frame). Our idea is to develop a spatio-temporal wavelet filtering for such data, leading to a relevant multiresolution decomposition. In geometry processing, the most efficient spatial wavelets are based on a semiregular sampling. Since the 3D animations generally have an irregular sampling, one of our contribution is a remeshing technique, transforming an animation in a sequence of semiregular meshes, which presents regularity in time but also in space. This new sampling has the advantage to improve the quality of the multiresolution decomposition in the spatial dimension. To show the contribution of such a spatio-temporal filtering in animation processing, we present some experimental results in data compression.
IEEE 6th Workshop on Multimedia Signal Processing, 2004., 2004
In this paper, we propose a powerful bit allocation that optimizes the quantization of the normal... more In this paper, we propose a powerful bit allocation that optimizes the quantization of the normal mesh geometry. This bit allocation aims to minimize the surface-to-surface distance [1] between the original irregular mesh and the quantized normal one, according to a target bitrate. Moreover, to provide a fast bit allocation, we approximate this surface-to-surface distance with a simple criterion depending on the wavelet coefficient distributions, and we use theoretical models. This provides a fast and low-complex model-based bit allocation yielding results better than the recent state-of-the-art methods like [2].
This paper presents an efficient compression algorithm to encode the geometry of 3D mesh sequence... more This paper presents an efficient compression algorithm to encode the geometry of 3D mesh sequences with fixed connectivity. The proposed approach includes a temporal scan-based wavelet transform and motion compensation of the mesh geometry. Motion estimation/compensation is performed thanks to an efficient motion-based clustering approach The motion parameters are modeled by affine transforms matrix which are coded losslessly using arithmetic coding. Simulation results show that the proposed method provides good compression performances.
We present a new direct Poisson disk sampling for surface meshes. Our objective is to sample tria... more We present a new direct Poisson disk sampling for surface meshes. Our objective is to sample triangular meshes, while satisfying good blue noise properties, but also preserving features. Our method combines a feature detection technique based on vertex curvature, and geodesic-based dart throwing. Our method is fast, automatic, and experimental results prove that our method is well-suited to CAD models, since it handles sharp features and high genus meshes, while having good blue noise properties.
A view-dependent geometry coding of 3D scenes defined by sets of semi-regular meshes is presented... more A view-dependent geometry coding of 3D scenes defined by sets of semi-regular meshes is presented. The objective is to reduce the quantity of significant data to store when visualizing static 3D scenes from a specific point of view. The proposed coding scheme combines a segmentation for determining the visible regions, and an allocation process for improving the visual quality of the encoded scene.
In this paper, we propose an efficient low complexity compression scheme for densely sampled irre... more In this paper, we propose an efficient low complexity compression scheme for densely sampled irregular 3D meshes. This scheme is based on 3D multiresolution analysis (3D Discrete Wavelet Transform) and includes a model-based bit allocation process across the wavelet subbands. Coordinates of 3D wavelet coefficients are processed separately and statistically modeled by a generalized Gaussian distribution. This permits an efficient allocation even at a low bitrate and with a very low complexity. We introduce a predictive geometry coding of LF subbands and topology coding is made by using an original edge-based method. The main idea of our approach is the model-based bit allocation adapted to 3D wavelet coefficients and the use of EBCOT coder to efficiently encode the quantized coefficients. Experimental results show compression ratio improvement for similar reconstruction quality compared to the well-known PGC method [1].
Computer Graphics Forum, 2014
ABSTRACT Semi-regular triangle remeshing algorithms convert irregular surface meshes into semi-re... more ABSTRACT 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.
L'analyse spectrale de maillages surfaciques est très importante pour de nombreux domaines comme ... more L'analyse spectrale de maillages surfaciques est très importante pour de nombreux domaines comme la vision par ordinateurs par exemple. Son principal but est d'étudier la distribution des sommets d'un maillage donné (autrement dit l'échantillonnage) par rapport à la surface qu'il représente. Nous proposons dans cet article une amélioration d'un outil d'analyse spectrale pour maillages surfaciques. Cet outil a été développé par Wei et al. [1], et est, à notre connaissance, le seul outil à évaluer des échantillonnages non-uniformes de surfaces. Notre contribution fait évoluer cet outil basé sur l'analyse de domaines différentiels, en incorporant un calcul précis de distances géodésiques, basé sur l'algorithme de Dijkstra [2]. L'intérêt principal est d'affiner l'analyse des maillages ayant de fortes contraintes géométriques comme des saillances, des coins, etc., qui est actuellement biaisée avec l'outil original [1]. Les résultats expérimentaux mettent en avant la validité de notre approche sur des échantillonnages adaptatifs de surfaces CAO complexes.
2009 16th IEEE International Conference on Image Processing (ICIP), 2009
A view-dependent geometry coding of 3D scenes defined by sets of semi-regular meshes is presented... more A view-dependent geometry coding of 3D scenes defined by sets of semi-regular meshes is presented. The objective is to reduce the quantity of significant data to store when visualizing static 3D scenes from a specific point of view. The proposed coding scheme combines a segmentation for determining the visible regions, and an allocation process for improving the visual quality of the encoded scene.
2011 18th IEEE International Conference on Image Processing, 2011
2010 IEEE International Workshop on Multimedia Signal Processing, 2010
We propose an adaptive semi-regular remeshing algorithm for surface meshes. Our algorithm uses Vo... more We propose an adaptive semi-regular remeshing algorithm for surface meshes. Our algorithm uses Voronoi tessellations during both simplification and refinement stages. During simplification, the algorithm constructs a first centroidal Voronoi tessellation of the vertices of the input mesh. The sites of the Voronoi cells are the vertices of the base mesh of the semi-regular output. During refinement, the new vertices added at each resolution level by regular subdivision are considered as new Voronoi sites. We then use the Lloyd relaxation algorithm to update their position, and finally we obtain uniform semi-regular meshes. Our algorithm also enables adaptive remeshing by tuning a threshold based on the mass probability of the Voronoi sites added by subdivision. Experimentation shows that our technique produces semi-regular meshes of high quality, with significantly less triangles than state of the art techniques.
SPIE Proceedings, 2010
The softwares Mesh and Metro are widely used for measuring geometrical differences between two su... more The softwares Mesh and Metro are widely used for measuring geometrical differences between two surfaces. Unfortunately, those two softwares cannot be used to compute the surface-to-surface distance for huge semiregular meshes because of the memory capacity. Consequently, estimating the quality of remeshing or geometry compression algorithms cannot be done for such data. To overcome this problem, we propose an original
2008 IEEE International Conference on Acoustics, Speech and Signal Processing, 2008
In this paper, we present a new framework to analyse and process 3D animations (defined by sequen... more In this paper, we present a new framework to analyse and process 3D animations (defined by sequences of triangular meshes sharing the same connectivity at any frame). Our idea is to develop a spatio-temporal wavelet filtering for such data, leading to a relevant multiresolution decomposition. In geometry processing, the most efficient spatial wavelets are based on a semiregular sampling. Since the 3D animations generally have an irregular sampling, one of our contribution is a remeshing technique, transforming an animation in a sequence of semiregular meshes, which presents regularity in time but also in space. This new sampling has the advantage to improve the quality of the multiresolution decomposition in the spatial dimension. To show the contribution of such a spatio-temporal filtering in animation processing, we present some experimental results in data compression.
IEEE 6th Workshop on Multimedia Signal Processing, 2004., 2004
In this paper, we propose a powerful bit allocation that optimizes the quantization of the normal... more In this paper, we propose a powerful bit allocation that optimizes the quantization of the normal mesh geometry. This bit allocation aims to minimize the surface-to-surface distance [1] between the original irregular mesh and the quantized normal one, according to a target bitrate. Moreover, to provide a fast bit allocation, we approximate this surface-to-surface distance with a simple criterion depending on the wavelet coefficient distributions, and we use theoretical models. This provides a fast and low-complex model-based bit allocation yielding results better than the recent state-of-the-art methods like [2].
This paper presents an efficient compression algorithm to encode the geometry of 3D mesh sequence... more This paper presents an efficient compression algorithm to encode the geometry of 3D mesh sequences with fixed connectivity. The proposed approach includes a temporal scan-based wavelet transform and motion compensation of the mesh geometry. Motion estimation/compensation is performed thanks to an efficient motion-based clustering approach The motion parameters are modeled by affine transforms matrix which are coded losslessly using arithmetic coding. Simulation results show that the proposed method provides good compression performances.
We present a new direct Poisson disk sampling for surface meshes. Our objective is to sample tria... more We present a new direct Poisson disk sampling for surface meshes. Our objective is to sample triangular meshes, while satisfying good blue noise properties, but also preserving features. Our method combines a feature detection technique based on vertex curvature, and geodesic-based dart throwing. Our method is fast, automatic, and experimental results prove that our method is well-suited to CAD models, since it handles sharp features and high genus meshes, while having good blue noise properties.
A view-dependent geometry coding of 3D scenes defined by sets of semi-regular meshes is presented... more A view-dependent geometry coding of 3D scenes defined by sets of semi-regular meshes is presented. The objective is to reduce the quantity of significant data to store when visualizing static 3D scenes from a specific point of view. The proposed coding scheme combines a segmentation for determining the visible regions, and an allocation process for improving the visual quality of the encoded scene.
In this paper, we propose an efficient low complexity compression scheme for densely sampled irre... more In this paper, we propose an efficient low complexity compression scheme for densely sampled irregular 3D meshes. This scheme is based on 3D multiresolution analysis (3D Discrete Wavelet Transform) and includes a model-based bit allocation process across the wavelet subbands. Coordinates of 3D wavelet coefficients are processed separately and statistically modeled by a generalized Gaussian distribution. This permits an efficient allocation even at a low bitrate and with a very low complexity. We introduce a predictive geometry coding of LF subbands and topology coding is made by using an original edge-based method. The main idea of our approach is the model-based bit allocation adapted to 3D wavelet coefficients and the use of EBCOT coder to efficiently encode the quantized coefficients. Experimental results show compression ratio improvement for similar reconstruction quality compared to the well-known PGC method [1].
Computer Graphics Forum, 2014
ABSTRACT Semi-regular triangle remeshing algorithms convert irregular surface meshes into semi-re... more ABSTRACT 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.