Saida Brondel - Academia.edu (original) (raw)
Papers by Saida Brondel
HAL (Le Centre pour la Communication Scientifique Directe), Nov 16, 2005
Phantom limb pain appears where an amputated limb used to be and is often excruciating and almost... more Phantom limb pain appears where an amputated limb used to be and is often excruciating and almost impossible to treat. Recently, two experiments on hand amputees in the neuroscience area have shown that if a patient has the visual illusion of his phantom hand in a way that he is able to move it, the phantom pain can decrease. In this context, we propose an augmented reality system. Our interactive system provides to single arm amputee the image of himself augmented by a virtual arm. It is based on the valid arm detection on each frame from a single camera, in order to use it to create on the image the virtual arm on the amputated side. By giving a immersive sensation and a realistic image of his complete body to the subject, we anticipate that this could lead to a sense of re-embodiment in the virtual limb as with previous system dedicated to the hand. And then, lead to a reduction of the pain. Moreover, by allowing more freedom we could also expect a better impact rate. Later, we plan to extend it to other limb.
HAL (Le Centre pour la Communication Scientifique Directe), Nov 10, 2021
HAL (Le Centre pour la Communication Scientifique Directe), Nov 24, 2021
HAL (Le Centre pour la Communication Scientifique Directe), Oct 23, 2017
Series in computer vision, Sep 1, 2011
The use of constraints for calibration-free 3D metric reconstruction: from theory to applications.
Computer Animation and Virtual Worlds, Jun 1, 2021
Springer eBooks, Oct 2, 2021
HAL (Le Centre pour la Communication Scientifique Directe), Feb 10, 2023
HAL (Le Centre pour la Communication Scientifique Directe), Nov 20, 2017
IEEE Transactions on Affective Computing, Dec 2, 2022
The Visual Computer, 2022
The use of particles-based simulations to produce fluid animations is nowadays a frequently used ... more The use of particles-based simulations to produce fluid animations is nowadays a frequently used method by both the industrial and research sectors. Although there are many variations of the smoothed particle hydrodynamics (SPH) algorithm currently being used, they all have the common characteristic of being highly parallel in nature. They are therefore frequently implemented on graphics processing units (GPUs) to benefit of high computation capacities of modern GPUs. However, such optimizations require specific optimizations to make use of the full capacity of the GPU, with sometimes optimizations being contradictory to optimizations used in CPU implementations. In this paper, we explored various optimizations on a GPU implementation of a recent particle-based fluid simulation algorithm using an iterative pressure solver. In particular, we focused on CPU optimizations that have not been thoroughly studied for GPU implementations: the indexing for the neighbor’s structure, the frequency of the sorting of the fluid particles, the use of lookup tables for the kernel function computations and the use of a warm-start to improve the performance of the iterative pressure solver. We show that some of these optimizations are only effective for very specific hardware configurations and sometimes even impact the performance negatively. We also show that the warm-start reduces the computation time but introduces a cyclic instability in the simulation. We propose a solution to reduce this instability without requiring to modify the implementation of the fluid algorithm.
2020 International Joint Conference on Neural Networks (IJCNN), 2020
Automatic Hand detection in vehicles achieved best performances using deep learning approach. MS-... more Automatic Hand detection in vehicles achieved best performances using deep learning approach. MS-FRCNN and MS-RFCN are the models that achieve the state of the art results on the viva hand detection challenge. These models, unfortunately, require important resources to operate (more than 7 Giga bytes GPU) which presents an important limit for their large scale applications. In this paper, we address the viva challenge of hand detection in vehicles using simpler models and low computer components (2 Giga bytes GPU). We found that the ZF model is highly adequate for the problem and more importantly, it overpasses remarkably the precisions of complex model of literature MS- FRCNN. The experiment result of ZF model on the viva database shows (AP = 91.5%, AR = 85.7% at level one and AP = 80.5%, AR = 69.5% and Fps = 0.4 s at level two in measures of Average Precision (AP), Average Recall(AR) and Frame per seconds (Fps). These results of ZF reached the fourth place on the viva hand detecti...
Nous presentons une approche pour la reconnaissance d'expressions corporelles qui accompagnen... more Nous presentons une approche pour la reconnaissance d'expressions corporelles qui accompagnent le mouvement d'un personnage reel. L'idee developpee dans cet article s'inspire de travaux en syntheses d'animations. Notre sys-teme se base sur l'analyse de la difference obtenue dans le domaine frequentiel entre un mouvement expressif et un mouvement neutre. Dans ce papier, nous introduisons la notion de mouvement neutre et proposons un algorithme qui permet de l'obtenir par la minimisation d'une fonction de cout global. Le cout global tient compte de la distance parcourue par les differentes articulations et l'accelera-tion de chaque articulation au cours du mouvement. Nous avons evalue notre methode sur differentes bases de don-nees contenant des mouvements et expressions corporelles heterogenes. Les resultats obtenus sont encourageants et confirment la validite de notre demarche.
Frontiers of Computer Science, 2018
Lecture Notes in Computer Science, 2015
Abstract This paper proposes a novel adaptive technique to extract facial feature points automati... more Abstract This paper proposes a novel adaptive technique to extract facial feature points automatically such as eyes corners, nostrils, nose tip, and mouth corners in frontal view faces, which are based on cumulative distribution function (CDF) approach by applying Otsu’s optimum global threshold value. At first, the method adopts the Viola-Jones face detector to detect the location of face and also crops the face region with forehead and without forehead areas in an image. The CDF of the cropped face region without forehead area is computed first by applying Otsu’s optimum global threshold value to create a new filtered face image in an adaptive way. According to concept of human face structure, the four relevant regions such as right eye, left eye, nose, and mouth areas are cropped from a filtered face image. The connected component of interested area for each relevant cropped filtered image is indicated as our respective feature region. A simple linear search algorithm for eyes and mouth filtered image and contour algorithm for nose filtered image are applied to extract our desired corner points automatically. The method was tested on three frontal face databases such as BioID, Nottingham and JAFFE with different illuminations, expressions and lighting conditions and the experimental results have individually achieved an average success rate of above 90%.
L'acquisition de la forme tridimensionnelle d'un personnage est une etape indispensable p... more L'acquisition de la forme tridimensionnelle d'un personnage est une etape indispensable pour un grand nombre d'applications de realite virtuelle, augmentee et dans la conception de jeux videos. Celle-ci soit etre complete et precise pour offrir le meilleur realisme possible. Les methodes dites "Shape From Silhouette" (SFS) permettent d'obtenir cette estimation en temps reel a partir de plusieurs cameras. L'une des limitations de ces methodes est que le personnage doit etre entierement visible dans toutes les cameras pour etre reconstruit entierement. Dans cet article nous proposons une extension a SFS qui permet de reconstruire une estimation 3d de la forme d'un objet meme s'il sort du champ de vision d'une ou plusieurs cameras.
HAL (Le Centre pour la Communication Scientifique Directe), Nov 16, 2005
Phantom limb pain appears where an amputated limb used to be and is often excruciating and almost... more Phantom limb pain appears where an amputated limb used to be and is often excruciating and almost impossible to treat. Recently, two experiments on hand amputees in the neuroscience area have shown that if a patient has the visual illusion of his phantom hand in a way that he is able to move it, the phantom pain can decrease. In this context, we propose an augmented reality system. Our interactive system provides to single arm amputee the image of himself augmented by a virtual arm. It is based on the valid arm detection on each frame from a single camera, in order to use it to create on the image the virtual arm on the amputated side. By giving a immersive sensation and a realistic image of his complete body to the subject, we anticipate that this could lead to a sense of re-embodiment in the virtual limb as with previous system dedicated to the hand. And then, lead to a reduction of the pain. Moreover, by allowing more freedom we could also expect a better impact rate. Later, we plan to extend it to other limb.
HAL (Le Centre pour la Communication Scientifique Directe), Nov 10, 2021
HAL (Le Centre pour la Communication Scientifique Directe), Nov 24, 2021
HAL (Le Centre pour la Communication Scientifique Directe), Oct 23, 2017
Series in computer vision, Sep 1, 2011
The use of constraints for calibration-free 3D metric reconstruction: from theory to applications.
Computer Animation and Virtual Worlds, Jun 1, 2021
Springer eBooks, Oct 2, 2021
HAL (Le Centre pour la Communication Scientifique Directe), Feb 10, 2023
HAL (Le Centre pour la Communication Scientifique Directe), Nov 20, 2017
IEEE Transactions on Affective Computing, Dec 2, 2022
The Visual Computer, 2022
The use of particles-based simulations to produce fluid animations is nowadays a frequently used ... more The use of particles-based simulations to produce fluid animations is nowadays a frequently used method by both the industrial and research sectors. Although there are many variations of the smoothed particle hydrodynamics (SPH) algorithm currently being used, they all have the common characteristic of being highly parallel in nature. They are therefore frequently implemented on graphics processing units (GPUs) to benefit of high computation capacities of modern GPUs. However, such optimizations require specific optimizations to make use of the full capacity of the GPU, with sometimes optimizations being contradictory to optimizations used in CPU implementations. In this paper, we explored various optimizations on a GPU implementation of a recent particle-based fluid simulation algorithm using an iterative pressure solver. In particular, we focused on CPU optimizations that have not been thoroughly studied for GPU implementations: the indexing for the neighbor’s structure, the frequency of the sorting of the fluid particles, the use of lookup tables for the kernel function computations and the use of a warm-start to improve the performance of the iterative pressure solver. We show that some of these optimizations are only effective for very specific hardware configurations and sometimes even impact the performance negatively. We also show that the warm-start reduces the computation time but introduces a cyclic instability in the simulation. We propose a solution to reduce this instability without requiring to modify the implementation of the fluid algorithm.
2020 International Joint Conference on Neural Networks (IJCNN), 2020
Automatic Hand detection in vehicles achieved best performances using deep learning approach. MS-... more Automatic Hand detection in vehicles achieved best performances using deep learning approach. MS-FRCNN and MS-RFCN are the models that achieve the state of the art results on the viva hand detection challenge. These models, unfortunately, require important resources to operate (more than 7 Giga bytes GPU) which presents an important limit for their large scale applications. In this paper, we address the viva challenge of hand detection in vehicles using simpler models and low computer components (2 Giga bytes GPU). We found that the ZF model is highly adequate for the problem and more importantly, it overpasses remarkably the precisions of complex model of literature MS- FRCNN. The experiment result of ZF model on the viva database shows (AP = 91.5%, AR = 85.7% at level one and AP = 80.5%, AR = 69.5% and Fps = 0.4 s at level two in measures of Average Precision (AP), Average Recall(AR) and Frame per seconds (Fps). These results of ZF reached the fourth place on the viva hand detecti...
Nous presentons une approche pour la reconnaissance d'expressions corporelles qui accompagnen... more Nous presentons une approche pour la reconnaissance d'expressions corporelles qui accompagnent le mouvement d'un personnage reel. L'idee developpee dans cet article s'inspire de travaux en syntheses d'animations. Notre sys-teme se base sur l'analyse de la difference obtenue dans le domaine frequentiel entre un mouvement expressif et un mouvement neutre. Dans ce papier, nous introduisons la notion de mouvement neutre et proposons un algorithme qui permet de l'obtenir par la minimisation d'une fonction de cout global. Le cout global tient compte de la distance parcourue par les differentes articulations et l'accelera-tion de chaque articulation au cours du mouvement. Nous avons evalue notre methode sur differentes bases de don-nees contenant des mouvements et expressions corporelles heterogenes. Les resultats obtenus sont encourageants et confirment la validite de notre demarche.
Frontiers of Computer Science, 2018
Lecture Notes in Computer Science, 2015
Abstract This paper proposes a novel adaptive technique to extract facial feature points automati... more Abstract This paper proposes a novel adaptive technique to extract facial feature points automatically such as eyes corners, nostrils, nose tip, and mouth corners in frontal view faces, which are based on cumulative distribution function (CDF) approach by applying Otsu’s optimum global threshold value. At first, the method adopts the Viola-Jones face detector to detect the location of face and also crops the face region with forehead and without forehead areas in an image. The CDF of the cropped face region without forehead area is computed first by applying Otsu’s optimum global threshold value to create a new filtered face image in an adaptive way. According to concept of human face structure, the four relevant regions such as right eye, left eye, nose, and mouth areas are cropped from a filtered face image. The connected component of interested area for each relevant cropped filtered image is indicated as our respective feature region. A simple linear search algorithm for eyes and mouth filtered image and contour algorithm for nose filtered image are applied to extract our desired corner points automatically. The method was tested on three frontal face databases such as BioID, Nottingham and JAFFE with different illuminations, expressions and lighting conditions and the experimental results have individually achieved an average success rate of above 90%.
L'acquisition de la forme tridimensionnelle d'un personnage est une etape indispensable p... more L'acquisition de la forme tridimensionnelle d'un personnage est une etape indispensable pour un grand nombre d'applications de realite virtuelle, augmentee et dans la conception de jeux videos. Celle-ci soit etre complete et precise pour offrir le meilleur realisme possible. Les methodes dites "Shape From Silhouette" (SFS) permettent d'obtenir cette estimation en temps reel a partir de plusieurs cameras. L'une des limitations de ces methodes est que le personnage doit etre entierement visible dans toutes les cameras pour etre reconstruit entierement. Dans cet article nous proposons une extension a SFS qui permet de reconstruire une estimation 3d de la forme d'un objet meme s'il sort du champ de vision d'une ou plusieurs cameras.