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Marc Christie

Bio: Marc Christie is an academic researcher from University of Rennes. The author has contributed to research in topics: Virtual cinematography & Animation. The author has an hindex of 24, co-authored 107 publications receiving 1586 citations. Previous affiliations of Marc Christie include French Institute for Research in Computer Science and Automation & University of Nantes.


Papers
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Journal ArticleDOI
01 Dec 2008
TL;DR: A range of computer graphics applications are presented and insights from cinematographic practice are drawn on in identifying their different requirements with regard to camera control, which range from augmented manual control (semi‐automatic) in interactive applications, to fully automated approaches.
Abstract: Recent progress in modelling, animation and rendering means that rich, high fidelity virtual worlds are found in many interactive graphics applications. However, the viewer’s experience of a 3D world is dependent on the nature of the virtual cinematography, in particular, the camera position, orientation and motion in relation to the elements of the scene and the action. Camera control encompasses viewpoint computation, motion planning and editing. We present a range of computer graphics applications and draw on insights from cinematographic practice in identifying their different requirements with regard to camera control. The nature of the camera control problem varies depending on these requirements, which range from augmented manual control (semi-automatic) in interactive applications, to fully automated approaches. We review the full range of solution techniques from constraint-based to optimization-based approaches, and conclude with an examination of occlusion management and expressiveness in the context of declarative approaches to camera control.

201 citations

Journal ArticleDOI
TL;DR: The techniques, formalisms, and key results pertinent to this medium of haptic-audiovisual (HAV) content are presented and the pressing necessity for evaluation techniques in this context is highlighted.
Abstract: Haptic technology has been widely employed in applications ranging from teleoperation and medical simulation to art and design, including entertainment, flight simulation, and virtual reality. Today there is a growing interest among researchers in integrating haptic feedback into audiovisual systems. A new medium emerges from this effort: haptic-audiovisual (HAV) content. This paper presents the techniques, formalisms, and key results pertinent to this medium. We first review the three main stages of the HAV workflow: the production, distribution, and rendering of haptic effects. We then highlight the pressing necessity for evaluation techniques in this context and discuss the key challenges in the field. By building on existing technologies and tackling the specific challenges of the enhancement of audiovisual experience with haptics, we believe the field presents exciting research perspectives whose financial and societal stakes are significant.

74 citations

Journal ArticleDOI
27 Jul 2015
TL;DR: This work introduces the Toric space, a novel and compact representation for intuitive and efficient virtual camera control, and derives a novel screen-space manipulation technique that provides intuitive and real-time control of visual properties.
Abstract: A large range of computer graphics applications such as data visualization or virtual movie production require users to position and move viewpoints in 3D scenes to effectively convey visual information or tell stories. The desired viewpoints and camera paths are required to satisfy a number of visual properties (e.g. size, vantage angle, visibility, and on-screen position of targets). Yet, existing camera manipulation tools only provide limited interaction methods and automated techniques remain computationally expensive. In this work, we introduce the Toric space, a novel and compact representation for intuitive and efficient virtual camera control. We first show how visual properties are expressed in this Toric space and propose an efficient interval-based search technique for automated viewpoint computation. We then derive a novel screen-space manipulation technique that provides intuitive and real-time control of visual properties. Finally, we propose an effective viewpoint interpolation technique which ensures the continuity of visual properties along the generated paths. The proposed approach (i) performs better than existing automated viewpoint computation techniques in terms of speed and precision, (ii) provides a screen-space manipulation tool that is more efficient than classical manipulators and easier to use for beginners, and (iii) enables the creation of complex camera motions such as long takes in a very short time and in a controllable way. As a result, the approach should quickly find its place in a number of applications that require interactive or automated camera control such as 3D modelers, navigation tools or 3D games.

70 citations

Patent
29 Nov 2012
TL;DR: In this article, a method for shooting and editing a film comprising at least one image of a 3D computer-generated animation created by a cinematographic software according to mathematical model of elements that are part of the animation and according to a definition of situations and actions occurring for said elements as a function of time is described.
Abstract: Method for shooting and editing a film comprising at least one image of a 3D computer-generated animation created by a cinematographic software according to mathematical model of elements that are part of the animation and according to a definition of situations and actions occurring for said elements as a function of time, said method being characterized by comprising the following: computing of alternative suggested viewpoints by the cinematographic software for an image of the 3D computer-generated animation corresponding to a particular time point according to said definition; and instructing for displaying on a display interface, all together, images corresponding to said computed alternative suggested viewpoints of the 3D computer-generated animation at that particular time point.

64 citations

Book ChapterDOI
22 Aug 2005
TL;DR: An overview of automated camera planning techniques can be found in this paper, where the authors identify the principal shortcomings of existing techniques and propose a set of objectives for research into automated camera plans.
Abstract: Modelling, animation and rendering has dominated research computer graphics yielding increasingly rich and realistic virtual worlds. The complexity, richness and quality of the virtual worlds are viewed through a single media that is a virtual camera. In order to properly convey information, whether related to the characters in a scene, the aesthetics of the composition or the emotional impact of the lighting, particular attention must be given to how the camera is positioned and moved. This paper presents an overview of automated camera planning techniques. After analyzing the requirements with respect to shot properties, we review the solution techniques and present a broad classification of existing approaches. We identify the principal shortcomings of existing techniques and propose a set of objectives for research into automated camera planning.

63 citations


Cited by
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Christopher M. Bishop1
01 Jan 2006
TL;DR: Probability distributions of linear models for regression and classification are given in this article, along with a discussion of combining models and combining models in the context of machine learning and classification.
Abstract: Probability Distributions.- Linear Models for Regression.- Linear Models for Classification.- Neural Networks.- Kernel Methods.- Sparse Kernel Machines.- Graphical Models.- Mixture Models and EM.- Approximate Inference.- Sampling Methods.- Continuous Latent Variables.- Sequential Data.- Combining Models.

10,141 citations

Book
01 Jan 2006
TL;DR: Researchers from other fields should find in this handbook an effective way to learn about constraint programming and to possibly use some of the constraint programming concepts and techniques in their work, thus providing a means for a fruitful cross-fertilization among different research areas.
Abstract: Constraint programming is a powerful paradigm for solving combinatorial search problems that draws on a wide range of techniques from artificial intelligence, computer science, databases, programming languages, and operations research. Constraint programming is currently applied with success to many domains, such as scheduling, planning, vehicle routing, configuration, networks, and bioinformatics. The aim of this handbook is to capture the full breadth and depth of the constraint programming field and to be encyclopedic in its scope and coverage. While there are several excellent books on constraint programming, such books necessarily focus on the main notions and techniques and cannot cover also extensions, applications, and languages. The handbook gives a reasonably complete coverage of all these lines of work, based on constraint programming, so that a reader can have a rather precise idea of the whole field and its potential. Of course each line of work is dealt with in a survey-like style, where some details may be neglected in favor of coverage. However, the extensive bibliography of each chapter will help the interested readers to find suitable sources for the missing details. Each chapter of the handbook is intended to be a self-contained survey of a topic, and is written by one or more authors who are leading researchers in the area. The intended audience of the handbook is researchers, graduate students, higher-year undergraduates and practitioners who wish to learn about the state-of-the-art in constraint programming. No prior knowledge about the field is necessary to be able to read the chapters and gather useful knowledge. Researchers from other fields should find in this handbook an effective way to learn about constraint programming and to possibly use some of the constraint programming concepts and techniques in their work, thus providing a means for a fruitful cross-fertilization among different research areas. The handbook is organized in two parts. The first part covers the basic foundations of constraint programming, including the history, the notion of constraint propagation, basic search methods, global constraints, tractability and computational complexity, and important issues in modeling a problem as a constraint problem. The second part covers constraint languages and solver, several useful extensions to the basic framework (such as interval constraints, structured domains, and distributed CSPs), and successful application areas for constraint programming. - Covers the whole field of constraint programming - Survey-style chapters - Five chapters on applications Table of Contents Foreword (Ugo Montanari) Part I : Foundations Chapter 1. Introduction (Francesca Rossi, Peter van Beek, Toby Walsh) Chapter 2. Constraint Satisfaction: An Emerging Paradigm (Eugene C. Freuder, Alan K. Mackworth) Chapter 3. Constraint Propagation (Christian Bessiere) Chapter 4. Backtracking Search Algorithms (Peter van Beek) Chapter 5. Local Search Methods (Holger H. Hoos, Edward Tsang) Chapter 6. Global Constraints (Willem-Jan van Hoeve, Irit Katriel) Chapter 7. Tractable Structures for CSPs (Rina Dechter) Chapter 8. The Complexity of Constraint Languages (David Cohen, Peter Jeavons) Chapter 9. Soft Constraints (Pedro Meseguer, Francesca Rossi, Thomas Schiex) Chapter 10. Symmetry in Constraint Programming (Ian P. Gent, Karen E. Petrie, Jean-Francois Puget) Chapter 11. Modelling (Barbara M. Smith) Part II : Extensions, Languages, and Applications Chapter 12. Constraint Logic Programming (Kim Marriott, Peter J. Stuckey, Mark Wallace) Chapter 13. Constraints in Procedural and Concurrent Languages (Thom Fruehwirth, Laurent Michel, Christian Schulte) Chapter 14. Finite Domain Constraint Programming Systems (Christian Schulte, Mats Carlsson) Chapter 15. Operations Research Methods in Constraint Programming (John Hooker) Chapter 16. Continuous and Interval Constraints(Frederic Benhamou, Laurent Granvilliers) Chapter 17. Constraints over Structured Domains (Carmen Gervet) Chapter 18. Randomness and Structure (Carla Gomes, Toby Walsh) Chapter 19. Temporal CSPs (Manolis Koubarakis) Chapter 20. Distributed Constraint Programming (Boi Faltings) Chapter 21. Uncertainty and Change (Kenneth N. Brown, Ian Miguel) Chapter 22. Constraint-Based Scheduling and Planning (Philippe Baptiste, Philippe Laborie, Claude Le Pape, Wim Nuijten) Chapter 23. Vehicle Routing (Philip Kilby, Paul Shaw) Chapter 24. Configuration (Ulrich Junker) Chapter 25. Constraint Applications in Networks (Helmut Simonis) Chapter 26. Bioinformatics and Constraints (Rolf Backofen, David Gilbert)

1,527 citations

Journal Article
TL;DR: Alain Berthoz takes the reader on a whirlwind tour of cognitive neuroscience topics: perception, coherence, memory, prediction, and adaptation, and builds a persuasive case supporting his thesis that the brain is an anticipation machine.
Abstract: The Brain's Sense of Movement. By Alain Berthoz (Translated by Giselle Weiss). Cambridge, Massachusetts: Harvard University Press; 2000, 352 pp. $22.80. Ever wonder how certain people catch or bat a baseball hurled at blurring speeds? If you have, find yourself in a group whose intended or accidental success maybe a machine that pitches and throws like a ballplayer. Once this group of researchers articulates an accurate set of principles behind movement, deft engineering, persistence, and luck may converge to emulate nature. Although Berthoz's The Brain's Sense ofMovement, does not offer a science-fiction glimpse of agile androids that populate Asimov's novels, it provides an organized and fascinating way of thinking about movement. Berthoz takes the reader on a whirlwind tour of cognitive neuroscience topics: perception, coherence, memory, prediction, and adaptation. By examining these topics and using choice examples, Berthoz builds a persuasive case supporting his thesis that the brain is an anticipation machine. Even before delving into the intricacies of each of these topics, Berthoz's claim seems reasonable in light of evolution. In fact, Berthoz explains how evolution and improved neural systems that guide movement influence and drive each other: \"The species that passed the test of natural selection are those that figured out how to save a few milliseconds in capturing prey and anticipating the actions of predators, those whose brains were able to simulate the elements of the environment and choose the best way home, those able to memorize great quantities of information from past experience and use them in the heat of action.\" This cat and mouse games has honed the brain to take advantage of its parallel architecture, bypassing computing each trajectory in a Newtonian sense, and arriving at a solution by using heuristics developed over evolution. Heuristics play an important role in examples where a target exceeds physical limits of detection. For example, a baseball may move too quickly for the fovea to focus, however, the brain, and skeletal-muscular system use computational shortcuts to simulate, predict, adapt, and control the body in response to a changing environment. The first choice example that Berthoz highlights as a key computational shortcut is the derivative. Signals from receptors enable anticipation of future position of the head owing to their sensitivity to derivatives such as jerk, acceleration, and velocity. Another mathematical concept that Berthoz explores as a predictive tool is tensors. From what I learned, a tensor is a group of mathematical operators called matrices that carry out transformations among vectors. Between derivatives and vectors, Berthoz devotes several chapters to explaining how otoliths and semicircular canals use derivatives for linear and angular accelerations to predict while tensors receive perfunctory treatment. A balance between these two topics may better satisfy some readers. Certainly, derivatives and tensors alone cannot account for movement. Just as a calculator or computer derives its usefulness in a network, mathematical shortcuts for movement need to occur in the context of a circuit. Reading Berthoz's

291 citations

Patent
15 Mar 2013
TL;DR: In this paper, a method for navigating concurrently and from point-to-point through multiple reality models is described, which includes generating, at a processor, a first navigatable virtual view of a first location of interest.
Abstract: A method for navigating concurrently and from point-to-point through multiple reality models is described. The method includes: generating, at a processor, a first navigatable virtual view of a first location of interest, wherein the first location of interest is one of a first virtual location and a first non-virtual location; and concurrently with the generating the first navigatable virtual view of the first location of interest, generating, at the processor, a second navigatable virtual view corresponding to a current physical position of an object, such that real-time sight at the current physical position is enabled within the second navigatable virtual view.

223 citations