GMRV :: Grupo de Modelado y Realidad Virtual

Modeling and Virtual Reality Group

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Prof. Caroline Larboulette

Now at Universite de Bretagne Sud, Brittany, France

! New webpage here !



News

The book Traité de la Realité Virtuelle, volume 5 about Virtual Reality to which I participated (chapter 8 on the deformable layers of virtual humans) can be ordered here !!!

If you are interested in Graphics and want to get involved and participate to events, check the Madrid ACM SIGGRAPH Professional Chapter webpage. Send me an email for additional information.


Research Interests

My primary research interest focuses on animation of deformable models. The main application is character animation in real-time. To achieve real-time, perceptually based algorithms are developed. In addition, I also am interested in global illumination algorithms, especially related to non-static scenes or non-common effects like fluorescence. And modeling ... and Computational Aesthetics ...

My research interests and achievements are detailed here: http://zabador.free.fr/Research/.


Students

Previous:
* Pablo Quesada (Burning/Melting of Objects)
* Javier Alcon (Perceptually Based Animation)
* Javi Macias (Mesh Generation)
* Juan Ramos (Anatomically Based Real-Time Character Animation)
* Jose Juan Aliaga (Sea Anemones)

Teaching


2007-2010 URJC

MCP (Modelado y Comportamiento de Personajes - Character Animation) - Fall 10

MDP (Modelado de Personajes - Character Animation) - Fall 07, Fall 08, Fall 09, Fall 10

AC (Animacion por Computador - Computer Animation) - Fall 10

APO (Animacion por Ordinator - Computer Animation) - Spring 07, Spring 08, Spring 09, Spring 10

Seminarios 2009-2010 (Master IGJRV) - Fall 09, Spring 10

FFI (Fundamentos Fisicos de la Informatica - Physics) - Fall 09 Mostoles, Fall 09 Vicalvaro

FFC (Fundamentos Fisicos de los Computadores - Physics) - Fall 09

FCII (Computer Fundamentals II - Computer Architecture) - Spring 08, Spring 09

IBP (Informatica Basica - Microsoft Office Word, Excel, Frontpage & Powerpoint) - Fall 07, Fall 08

Conferences & Committees & Associations

ACM SIGGRAPH Small Conferences Committee Member since Aug 08

Madrid ACM SIGGRAPH Professional Chapter Creator and Vice President

ACM, ACM SIGGRAPH Member and Eurographics Lab Member

Program Committee Member

Member of the Editorial Review Board of the International Journal of Creative Interfaces and Computer Graphics

Upcoming:

SCA2012, CAe2012, CASA 2012

Past:
SIGGRAPH Sketches and Posters: 2006, 2007
SIGGRAPH Asia Sketches and Posters: 2008, 2010, 2011
SCA (Symposium on Computer Animation): 2010, 2011, 2012
CAe (Symposium on Computational Aesthetics): 2008, 2009, 2010, 2011, 2012
CASA (Conference on Computer Animation and Social Agents) : 2012
GRAPP: 2008, 2009, 2010
SITIS 2009
Eurographics Animation Theater 2006

Organizing Committee

SCA (Symposium on Computer Animation): Conference co-Chair 2010

SCA (Symposium on Computer Animation): Posters Chair 2006, Local Chair 2006


Publications & Talks


Publications (last 3)

You can find a complete list of my publications here.

Physically Based Animation of Sea Anemones in Real-Time
José Juan Aliaga and Caroline Larboulette
Proceedings of the 25th Spring Conference on Computer Graphics, Budmerice, Slovakia, Apr 09.
Les techniques d'habillage: peau, vetements et chevelures
Marie-Paule Cani, Caroline Larboulette, Nadia Magnenat-Thalmann and Pascal Volino
Traite de la Realite Virtuelle, volume 5, chapter 8, Presses de l'Ecole des Mines de Paris, Apr 09.
Computer Animation Curriculum: An Interdisciplinary Approach
Caroline Larboulette
Eurographics 2009, Education Papers, Munich, Germany, Mar 09.

Invited Talks

"Character Animation: from Modeling to Rendering", Ecole polytechnique de l'université de Nantes, 2 Apr 2010.

Les personnages virtuels sont de plus en plus présents dans nos vies: a la télévision, au cinéma, dans les jeux vidéos, au musée, pour ne citer que quelques exemples. Afin d'améliorer leurs animations, il est nécessaire de développer des algorithmes a la fois plus précis et plus performants. Malheureusement, une animation plus réaliste ne sera pas forcément percue comme telle par les utilisateurs, surtout lorsqu'il s'agit d'humanoides ("uncanny valley"). Il est donc important de prendre en compte la perception humaine lors de la création de nouvelles techniques. Par ailleurs, l'animation ne se fait pas indépendamment des étapes de modélisation puis de rendu qui conditionnent le choix du type de représentation utilisé, la finesse des algorithmes de déformations ainsi que leur type (géométriques ou basés sur la physique). Dans cette présentation, nous aborderons les trois étapes du pipeline d'animation appliquées aux personnages: modélisation, déformation et rendu. Nous verrons aussi comment évaluer ces algorithmes avec des mesures perceptuelles et améliorer les résultats obtenus par des considérations esthétiques.
"Playing with Colors", ACM SIGGRAPH Professional chapter, University of Manchester, 30 Mar 2007.

Predictive rendering aims at reproducing the exact nature of light and simulated objects to create accurate colors and reflections for still images. One interesting sub-domain is the one of fluorescent colors. We will show a way of reproducing this phenomenon that appears on the atom level by using a macroscopic BRDF description. However, realistic does not mean aesthetic. We will present some recent work on color harmony where Color Order Systems and harmony principles are used to create aesthetic Celtic designs.
"From Real-Time Character Animation to Predictive Rendering", Master de Informatica Grafica, Juegos y Realidad Virtual, Universidad Rey Juan Carlos, 10 Oct 2006.

In video games, real-time character animation is performed by a skeleton subspace deformation technique also called skinning. Although it enables one to simulate quite accurate kinematic deformations of the skin, muscles and fatty tissues, it remains impossible to create all sorts of dynamic effects, of primary importance to make a movement believable. We propose two different techniques to enhance an existing animation. The first one addresses the problem of dynamics of muscles and fatty tissues in sharp movements while the second method provides a tool to model dynamic wrinkles of skin or clothes.
On the other hand, predictive rendering aims at reproducing the exact nature of light and simulated objects to create accurate colors and reflections for still images. One interesting sub-domain is the one of fluorescent colors.
We will show a way of reproducing this phenomenon that appears on the atom level by using a macroscopic BRDF description. We will also discuss how one could possibly include those colors in classical Color Order Systems like the Munsell Book of Color or the Coloroid system.
"Real-Time Processing of the Deformations of the Skin and Sub-cutaneous Tissues for Character Animation", Vienna University of Technology, 29 Oct 2004.