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Grégoire Dupont de Dinechin

Grégoire Dupont de Dinechin
MINES ParisTech | ParisTech · Département Mathématiques et Systèmes (MINES ParisTech)

About

9
Publications
640
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25
Citations
Introduction
Grégoire Dupont de Dinechin currently works at the Département Mathématiques et Systèmes (MINES ParisTech), MINES ParisTech. Grégoire does research in Computer Graphics and Human-computer Interaction.
Skills and Expertise

Publications

Publications (9)
Article
Full-text available
Several recent works have presented image-based methods for creating high-fidelity immersive virtual environments from photographs of real-world scenes. In this paper, we provide a user-centered evaluation of such methods by way of a user study investigating their impact on viewers’ perception of visual realism and sense of presence. In particular,...
Thesis
There are many applications to capturing and digitally recreating real-world people and places for virtual reality (VR), such as preserving and promoting cultural heritage sites, placing users face-to-face with faraway family and friends, and creating photorealistic replicas of specific locations for therapy and training. This is typically done by...
Conference Paper
Full-text available
The release of consumer-grade head-mounted displays has helped bring virtual reality (VR) to our homes, cultural sites, and workplaces, increasingly making it a part of our everyday lives. In response, many content creators have expressed renewed interest in bringing the people, objects, and places of our daily lives into VR, helping push the bound...
Conference Paper
Full-text available
This demonstration showcases an open-source toolkit we developed in the Unity game engine to enable authors to render real-world photographs in virtual reality (VR) with motion parallax and view-dependent highlights. First, we illustrate the toolset's capabilities by using it to display interactive, photorealistic renderings of a museum's mineral c...
Conference Paper
Full-text available
From image-based virtual tours of apartments to digital museum exhibits, transforming photographs of real-world scenes into visually faithful virtual environments has many applications. In this paper, we present our development of a toolkit that places recent advances in the field of image-based rendering (IBR) into the hands of virtual reality (VR...
Conference Paper
Full-text available
This video submission illustrates the Core Open Lab on Image-Based Rendering Innovation for Virtual Reality (COLIBRI VR), an open-source toolkit we developed to help authors render photographs of real-world people, objects, and places as responsive 3D assets in VR. We integrated COLIBRI VR as a package for the Unity game engine: in this way, the to...
Conference Paper
Full-text available
Creating lifelike virtual humans for interactive virtual reality is a difficult task. Most current solutions rely either on crafting synthetic character models and animations, or on capturing real people with complex camera setups. As an alternative, we propose leveraging efficient learning-based models for human mesh estimation, and applying them...
Conference Paper
Full-text available
This work addresses the problem of using real-world data captured from a single viewpoint by a low-cost 360-degree camera to create an immersive and interactive virtual reality scene. We combine different existing state-of-the-art data enhancement methods based on pre-trained deep learning models to quickly and automatically obtain 3D scenes with a...
Conference Paper
Full-text available
Complementary advances in the fields of virtual reality (VR) and reality capture have led to a growing demand for VR experiences that enable users to convincingly move around in an environment created from a real-world scene. Most methods address this issue by first acquiring a large number of image samples from different viewpoints. However, this...

Projects

Project (1)
Project
These publications are part of the work I am leading for my PhD thesis.