Guillaume Lavoué

Prof. Guillaume Lavoué

Ecole Centrale de Lyon, University of Lyon, LIRIS UMR 5205 CNRS, F-42100 Saint-Etienne, France

Research Focus & Metrics

Academic Career Length

22Years (2005-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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1 June 2019
Verified
Conference Paper
Open access
GMGabriel Meynet
Gabriel Meynet
JDJulie Digne
Julie Digne
GLGuillaume Lavoué
Guillaume Lavoué
In this paper, we present PC-MSDM, an objective metric for visual quality assessment of 3D point clouds. This full-reference metric is based on local curvature statistics and can be viewed as an extension for point clouds of the MSDM metric suited for 3D meshes. We evaluate its performance on an open subjective dataset of point clouds compressed by octree pruning; results show that the proposed metric outperforms its counterparts in terms of correlation with mean opinion scores.

9 November 2020 in IEEE Transactions on Visualization and Computer Graphics
Verified
Journal Article
Closed access
YNYana Nehme
Yana Nehme
FDFlorent Dupont
Florent Dupont
JFJean-Philippe Farrugia
Jean-Philippe Farrugia
PCPatrick Le Callet
Patrick Le Callet
GLGuillaume Lavoué
Guillaume Lavoué
Surface meshes associated with diffuse color attributes are becoming popular multimedia contents. They provide a high degree of realism and allow 6DoF interactions in immersive environments. Just like other types of multimedia, 3D meshes are subject to a wide range of processing, which result in a loss of quality of the final rendered scene. Thus, both subjective studies and objective metrics are needed to understand and predict this visual loss. In this work, we introduce a large dataset of 480 animated meshes with diffuse color information, and associated with perceived quality judgments. The stimuli were generated from 5 source models subjected to geometry and color distortions. Each stimulus was associated with 6 hypothetical rendering trajectories: combinations of 3 viewpoints and 2 animations. A total of 11520 quality judgments (24 per stimulus) were acquired in a subjective experiment conducted in virtual reality. The results allowed us to explore the influence of source models, animations and viewpoints on both quality scores and their confidence intervals. Based on these findings, we propose the first metric for quality assessment of 3D meshes with diffuse colors, which works entirely on the mesh domain. This metric incorporates perceptually-relevant curvature-based and color-based features. We evaluate its performance, as well as several Image Quality Metrics (IQMs), on two datasets: ours and a dataset of distorted textured meshes. Our metric demonstrates good results and better stability than IQMs. Finally, we investigated how the knowledge of the viewpoint (i.e.,the visible parts of the 3D model) may improve objective metrics results.

24 May 2012 in The Visual Computer
Verified
Journal Article
Closed access
PDF file
GLGuillaume Lavoué
Guillaume Lavoué

5 June 2023 in ACM Transactions on Graphics
Verified
Journal Article
Open access
YNYana Nehmé
Yana Nehmé
JDJohanna Delanoy
Johanna Delanoy
FDFlorent Dupont
Florent Dupont
JFJean-Philippe Farrugia
Jean-Philippe Farrugia
PCPatrick Le Callet
Patrick Le Callet
GLGuillaume Lavoué
Guillaume Lavoué
Over the past decade, three-dimensional (3D) graphics have become highly detailed to mimic the real world, exploding their size and complexity. Certain applications and device constraints necessitate their simplification and/or lossy compression, which can degrade their visual quality. Thus, to ensure the best Quality of Experience, it is important to evaluate the visual quality to accurately drive the compression and find the right compromise between visual quality and data size. In this work, we focus on subjective and objective quality assessment of textured 3D meshes. We first establish a large-scale dataset, which includes 55 source models quantitatively characterized in terms of geometric, color, and semantic complexity, and corrupted by combinations of five types of compression-based distortions applied on the geometry, texture mapping, and texture image of the meshes. This dataset contains over 343k distorted stimuli. We propose an approach to select a challenging subset of 3,000 stimuli for which we collected 148,929 quality judgments from over 4,500 participants in a large-scale crowdsourced subjective experiment. Leveraging our subject-rated dataset, a learning-based quality metric for 3D graphics was proposed. Our metric demonstrates state-of-the-art results on our dataset of textured meshes and on a dataset of distorted meshes with vertex colors. Finally, we present an application of our metric and dataset to explore the influence of distortion interactions and content characteristics on the perceived quality of compressed textured meshes.

13 June 2011 in Computer Graphics Forum
Verified
Journal Article
Closed access
PDF file
HBHalim Benhabiles
Halim Benhabiles
GLGuillaume Lavoué
Guillaume Lavoué
JVJean‐Philippe Vandeborre
Jean‐Philippe Vandeborre
Mohamed DaoudiMohamed Daoudi
Mohamed Daoudi

16 October 2014
Verified
Book Chapter
Closed access
PDF file
GLGuillaume Lavoué
Guillaume Lavoué
RMRafał Mantiuk
Rafał Mantiuk