Thibaut Le Naour
Transcription
Thibaut Le Naour
Thibaut Le Naour PhD in Computer Science Research areas : Computer Graphics, Animation of virtual humans, Mesh editing, Motion capture Lab. IRISA-UBS Campus de Tohannic, rue Y. Mainguy 56000 Vannes (FRANCE) . H (+33)6 03 49 92 12 B [email protected] Í people.irisa.fr/Thibaut.Le_Naour Education Phd Thesis 2010-2013 Using spatial relationship for the analysis and the edition of the movement, Computer graphics, IRISA-Vannes – University of Bretagne Sud, France. Reviewers : Marie-Paule Cani, Professor, University of Grenoble INP (France) – Ronan Boulic, Maître d’enseignement et de recherche, EPFL Lausanne (Suisse) Examiners : Frank Multon - president, Professor, University of Rennes 2 (France) – Frank Hetroy, MCF, University of Grenoble INP (France) Advisors : Sylvie Gibet, Professor, University of Bretagne Sud, IRISA – Nicolas Courty, MCF-HDR, University of Bretagne Sud, IRISA (France) Abstract The animation of virtual characters driven by data is one of the key topics in computer graphics. In this context, a motion is classically defined by a list of skeletons over time and each of them is described by a vector of positions and rotations. The 3D mesh is then controlled by the skeletons by a rigging step between the skeleton and the mesh. The main aim of my thesis consists of studying other representations of the motion through a set of spatial relationships. Thus, we propose two approaches : the first one considers the motion in the metric space and the second one characterizes each posture by a differential representation using the discrete Laplacian operator. First, we propose to represent the postures of the motion by a set of distances. The aim is to produce new motions from an editing process or kinematic inversions. This representation allows a simple and intuitive control of the character animation. We see that this representation has several also properties exploitable in the context of motion analysis. Next, we define the motion by a set of graphs. The vertices are characterized by a differential information. Through this representation, we propose a new method to edit a motion by coupling some constraints of distance with the use of the discrete Laplacian operator. This operator preserves the spatial relationships during the edition of the motion and the constraints of distance preserve the properties of the induced skeleton. This concept allows us to propose three applications dedicated to the reconstruction and the edition of motions : (i) an interactive system to edit sequences of skeletons using the discret 3D+t Laplacian operator ; (ii) an application dedicated to the reconstruction of marker trajectories ; (iii) a process allowing the animation of a mesh constrained by an implicit skeleton and driven by marker trajectories. Others 2007–2008 Master’s diploma, UBS-Vannes, Master of Computer Science, Multimedia and Conception of software architecture. 2006–2007 Master’s diploma, UBS-Vannes, Master of Mathematics and application of Mathematics, Optimization, Mathematical Modeling and Simulation. 1/3 Teaching experience 2013–2014 Assistant Professor (ATER), Institute of Computer science - University of Bretagne Sud, 1st et 2nd year - 192h. Propositional logic and predicate calculus, Web conception, C++, Data structure, Algorithmic, HMI 2010–2013 Monitor, Engineering school - University of Bretagne Sud, License and master level 198h. Computer graphics, 3d Animation, Image synthesis, C++, Web engineering, Multimedia processing Research experience Publications Spatio-temporal coupling with the 3D+t motion Laplacian, in journal of computer animation and virtual worlds 2013, T. Le Naour, N. Courty and S. Gibet, [link] Cinématique guidée par les distances, Revue Electronique Francophone d’Informatique Graphique 2011, T. Le Naour, N. Courty and S. Gibet, [link] The SignCom System for Data-Driven Animation of Interactive Virtual Signers: Methodology and Evaluation, In journal of ACM Transactions on Interactive Intelligent Systems, S. Gibet, N. Courty, K. Duarte et T. Le Naour, [link] Presentations Utilisation des relations spatiales pour la reconstruction de trajectoires de marqueurs issues de la capture de mouvement, Journées de l’Association Française d’Informatique Graphique 2013, T. Le Naour, N. Courty and S. Gibet, [link] Spatio-temporal coupling with the 3D+t motion Laplacian, in procedings of International conference Computer Animation and Social Agents 2013 (CASA 2013), T. Le Naour, N. Courty and S. Gibet Fast Motion Retrieval with the Distance Input Space, In procedings of International conference Motion In Game 2012 (MIG 2012), T. Le Naour, N. Courty and S. Gibet, [link] Cinématique guidée par les distances, Journées de l’Association Française d’Informatique Graphique (AFIG 2011), T. Le Naour, N. Courty and S. Gibet, A Combined Semantic and Motion Capture Database for Real-Time Sign Language Synthesis, in procedings of Intelligent Virtual Agents (IVA 09), C. Awad, N. Courty, K. Duarte, T. Le Naour and S. Gibet, [link] Gérard: Interacting with Users of French Sign Language, in procedings of the Gatheringlibrairies of Animated Lifelike Agents (GALA 09), C. Awad, K. Duarte and T. Le Naour Work Experience Academic 2013–2014 ATER, Expression team [link], IRISA-UBS. I worked on the acquisition of motion capture with Qualisys and on the reconstruction of sequences of skeleton with Visual 3d. Furthermore, I was in charge of designing and implementing a software dedicated to hole filling and filtering of motion capture data. 2/3 2008–2010 Software engineer, ANR SIGNCOM Project [link], IRISA-UBS (ex VALORIA). The SignCom project (IRISA, INRIA, IRIT, M2S, Polymorph) aims to improve the quality of real-time interaction between humans and virtual agents. Using structured and coded French Sign Language signs, the real and virtual humans are able to converse with each other. In this context, I was in charge of designing and implementing a motion database, a rendering engine and a system of animation of virtual humans (integrating various technologies such as motion control, facial animation, and gaze direction). Business 2007–2008 3D programmer, Consultant for NPCube, Le Port (île de la Réunion), France. NPCube is a company specialized in the creation of MMORPG video games. My work consisted of designing and implementing a system of animation for multi-player using keyframing (with skinning deported on GPU). I was also in charge of creating an exporter/importer collada and improving the system of collision of the game. Technical Skills Applied Graph theory, Optimization, Modeling, Simulation, Discrete geometry, Signal processmathematics ing Computer 3D applications, 3D Animation, Rendering graphic Languages C/C++, OpenGL, GLSL, XML, LATEX, PHP, AS, Java, Python, SQL SDK/libraries QT, WxWidgets, SDL, GLFW, SMFL, Eigen, Tetgen, AML++, CGAL, FBX, Collada Tools Microsoft Visual 200x, CMake, Matlab, Eclipse, Delmia, CATIA, GIMP, Adobe premiere, Mitsuba, Povray, 3DSMax, Qualisys and Visual 3d Languages Good written and spoken English. French : mother tongue. References Sylvie IRISA, University of Bretagne Sud – Bat. ENSIBS, rue Yves Mainguy, BP 573 – Gibet F-56017 Vannes, France, [email protected], tel:(+33)297017243 Nicolas IRISA, University of Bretagne Sud – Bat. ENSIBS, rue Yves Mainguy, BP 573 – Courty F-56017 Vannes, France, [email protected], tel:(+33)297017213 3/3