Julien Pettré

Orcid: 0000-0003-1812-1436

According to our database1, Julien Pettré authored at least 121 papers between 2002 and 2024.

Collaborative distances:
  • Dijkstra number2 of four.
  • Erdős number3 of four.

Timeline

Legend:

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Bibliography

2024
Human Motion Prediction under Unexpected Perturbation.
CoRR, 2024

2023
GREIL-Crowds: Crowd Simulation with Deep Reinforcement Learning and Examples.
ACM Trans. Graph., August, 2023

Avoiding virtual humans in a constrained environment: Exploration of novel behavioural measures.
Comput. Graph., February, 2023

Understanding reinforcement learned crowds.
Comput. Graph., February, 2023

Warping character animations using visual motion features.
Comput. Graph., February, 2023

UGAE: A Novel Approach to Non-exponential Discounting.
CoRR, 2023

Reward Function Design for Crowd Simulation via Reinforcement Learning.
Proceedings of the 16th ACM SIGGRAPH Conference on Motion, Interaction and Games, 2023

Physical Simulation of Balance Recovery after a Push.
Proceedings of the 16th ACM SIGGRAPH Conference on Motion, Interaction and Games, 2023

The Stare-in-the-Crowd Effect When Navigating a Crowd in Virtual Reality.
Proceedings of the ACM Symposium on Applied Perception 2023, 2023

2022
The One-Man-Crowd: Single User Generation of Crowd Motions Using Virtual Reality.
IEEE Trans. Vis. Comput. Graph., 2022

Crowd Navigation in VR: Exploring Haptic Rendering of Collisions.
IEEE Trans. Vis. Comput. Graph., 2022

Analysis of emergent patterns in crossing flows of pedestrians reveals an invariant of 'stripe' formation in human data.
PLoS Comput. Biol., 2022

From HRI to CRI: Crowd Robot Interaction - Understanding the Effect of Robots on Crowd Motion.
Int. J. Soc. Robotics, 2022

Authoring Virtual Crowds: A Survey.
Comput. Graph. Forum, 2022

A Survey on Reinforcement Learning Methods in Character Animation.
Comput. Graph. Forum, 2022

Dynamic Combination of Crowd Steering Policies Based on Context.
Comput. Graph. Forum, 2022

Interaction Fields: Intuitive Sketch-based Steering Behaviors for Crowd Simulation.
Comput. Graph. Forum, 2022

Proximity in VR: The Importance of Character Attractiveness and Participant Gender.
Proceedings of the 2022 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops, 2022

The Stare-in-the-Crowd Effect in Virtual Reality.
Proceedings of the IEEE Conference on Virtual Reality and 3D User Interfaces, 2022

A new framework for the evaluation of locomotive motion datasets through motion matching techniques.
Proceedings of the MIG '22: ACM SIGGRAPH Conference on Motion, Interaction and Games, Guanajuato, Mexico, November 3, 2022

2021
A Perceptually-Validated Metric for Crowd Trajectory Quality Evaluation.
Proc. ACM Comput. Graph. Interact. Tech., 2021

What we see and What we don't see: Imputing Occluded Crowd Structures from Robot Sensing.
CoRR, 2021

Algorithms for Microscopic Crowd Simulation: Advancements in the 2010s.
Comput. Graph. Forum, 2021

SPH crowds: Agent-based crowd simulation up to extreme densities using fluid dynamics.
Comput. Graph., 2021

Exploring behaviour towards avatars and agents in immersive virtual environments with mixed-agency interactions.
Proceedings of the IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops, 2021

Perception of Motion Variations in Large-Scale Virtual Human Crowds.
Proceedings of the MIG '21: Motion, 2021

Reactive Virtual Agents: A Viewpoint-Driven Approach for Bodily Nonverbal Communication.
Proceedings of the IVA '21: ACM International Conference on Intelligent Virtual Agents, 2021

Crowd against the machine: A simulation-based benchmark tool to evaluate and compare robot capabilities to navigate a human crowd.
Proceedings of the IEEE International Conference on Robotics and Automation, 2021

Tracking Pedestrian Heads in Dense Crowd.
Proceedings of the IEEE Conference on Computer Vision and Pattern Recognition, 2021

2020
The Effect of Gender and Attractiveness of Motion on Proximity in Virtual Reality.
ACM Trans. Appl. Percept., 2020

Comparing navigation meshes: Theoretical analysis and practical metrics.
Comput. Graph., 2020

Synchronizing navigation algorithms for crowd simulation via topological strategies.
Comput. Graph., 2020

Walk this way: Evaluating the effect of perceived gender and attractiveness of motion on proximity in virtual reality.
Proceedings of the 2020 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops, 2020

Toward Virtual Reality-based Evaluation of Robot Navigation among People.
Proceedings of the IEEE Conference on Virtual Reality and 3D User Interfaces, 2020

Eye-Gaze Activity in Crowds: Impact of Virtual Reality and Density.
Proceedings of the IEEE Conference on Virtual Reality and 3D User Interfaces, 2020

Generalized Microscropic Crowd Simulation using Costs in Velocity Space.
Proceedings of the I3D '20: Symposium on Interactive 3D Graphics and Games, 2020

Extreme-Density Crowd Simulation: Combining Agents with Smoothed Particle Hydrodynamics.
Proceedings of the MIG '20: Motion, 2020

Effect of Social Settings on Proxemics During Social Interactions in Real and Virtual Conditions.
Proceedings of the Virtual Reality and Augmented Reality, 2020

Walk Ratio: Perception of an Invariant Parameter of Human Walk on Virtual Characters.
Proceedings of the SAP '20: ACM Symposium on Applied Perception 2020, 2020

OpenTraj: Assessing Prediction Complexity in Human Trajectories Datasets.
Proceedings of the Computer Vision - ACCV 2020 - 15th Asian Conference on Computer Vision, Kyoto, Japan, November 30, 2020

2019
Image-based authoring of herd animations.
Comput. Animat. Virtual Worlds, 2019

Character navigation in dynamic environments based on optical flow.
Comput. Graph. Forum, 2019

Foreword to the Special Section on Motion in Games.
Comput. Graph., 2019

Studying Gaze Behaviour during Collision Avoidance with a Virtual Walker: Influence of the Virtual Reality Setup.
Proceedings of the IEEE Conference on Virtual Reality and 3D User Interfaces, 2019

Effective Human-Robot Collaboration in near symmetry collision scenarios.
Proceedings of the 28th IEEE International Conference on Robot and Human Interactive Communication, 2019

Connecting Global and Local Agent Navigation via Topology.
Proceedings of the Motion, Interaction and Games, 2019

The Influence of Step Length to Step Frequency Ratio on the Perception of Virtual Walking Motions.
Proceedings of the Motion, Interaction and Games, 2019

Attracted by light: vision-based steering virtual characters among dark and light obstacles.
Proceedings of the Motion, Interaction and Games, 2019

Social Ways: Learning Multi-Modal Distributions of Pedestrian Trajectories With GANs.
Proceedings of the IEEE Conference on Computer Vision and Pattern Recognition Workshops, 2019

Data-Driven Crowd Simulation with Generative Adversarial Networks.
Proceedings of the 32nd International Conference on Computer Animation and Social Agents, 2019

2018
Walking with Virtual People: Evaluation of Locomotion Interfaces in Dynamic Environments.
IEEE Trans. Vis. Comput. Graph., 2018

Collision Avoidance Behavior between Walkers: Global and Local Motion Cues.
IEEE Trans. Vis. Comput. Graph., 2018

An Efficient Acyclic Contact Planner for Multiped Robots.
IEEE Trans. Robotics, 2018

2PAC: Two-Point Attractors for Center Of Mass Trajectories in Multi-Contact Scenarios.
ACM Trans. Graph., 2018

Effect of Virtual Human Gaze Behaviour During an Orthogonal Collision Avoidance Walking Task.
Proceedings of the 2018 IEEE Conference on Virtual Reality and 3D User Interfaces, 2018

Human Inspired Effort Distribution During Collision Avoidance in Human-Robot Motion.
Proceedings of the 27th IEEE International Symposium on Robot and Human Interactive Communication, 2018

2017
Group Modeling: A Unified Velocity-Based Approach.
Comput. Graph. Forum, 2017

Gradient-based steering for vision-based crowd simulation algorithms.
Comput. Graph. Forum, 2017

EACS: Effective Avoidance Combination Strategy.
Comput. Graph. Forum, 2017

Introduction to Crowd Simulation.
Proceedings of the 38th Annual Conference of the European Association for Computer Graphics, 2017

Realtime Pedestrian Tracking and Prediction in Dense Crowds.
Proceedings of the Group and Crowd Behavior for Computer Vision, 1st Edition, 2017

2016
WarpDriver: context-aware probabilistic motion prediction for crowd simulation.
ACM Trans. Graph., 2016

Perceptual effect of shoulder motions on crowd animations.
ACM Trans. Graph., 2016

How do walkers avoid a mobile robot crossing their way?
CoRR, 2016

Character contact re-positioning under large environment deformation.
Comput. Graph. Forum, 2016

Dynamically balanced and plausible trajectory planning for human-like characters.
Proceedings of the 20th ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games, 2016

A comparative study of navigation meshes.
Proceedings of the 9th International Conference on Motion in Games, 2016

2015
Going Through, Going Around: A Study on Individual Avoidance of Groups.
IEEE Trans. Vis. Comput. Graph., 2015

Fast Grasp Planning Using Cord Geometry.
IEEE Trans. Robotics, 2015

Time-delayed Follow-the-Leader model for pedestrians walking in line.
Networks Heterog. Media, 2015

Biologically-Inspired Visual Simulation of Insect Swarms.
Comput. Graph. Forum, 2015

Virtual proxemics: Locomotion in the presence of obstacles in large immersive projection environments.
Proceedings of the 2015 IEEE Virtual Reality, 2015

Energy-efficient mid-term strategies for collision avoidance in crowd simulation.
Proceedings of the 14th ACM SIGGRAPH / Eurographics Symposium on Computer Animation, 2015

Crowd art: density and flow based crowd motion design.
Proceedings of the 8th ACM SIGGRAPH Conference on Motion in Games, 2015

A Reachability-Based Planner for Sequences of Acyclic Contacts in Cluttered Environments.
Proceedings of the Robotics Research, 2015

2014
Real-time Crowd Tracking using Parameter Optimized Mixture of Motion Models.
CoRR, 2014

Parameter estimation and comparative evaluation of crowd simulations.
Comput. Graph. Forum, 2014

Crowd sculpting: A space-time sculpting method for populating virtual environments.
Comput. Graph. Forum, 2014

Using task efficient contact configurations to animate creatures in arbitrary environments.
Comput. Graph., 2014

New generation crowd simulation algorithms.
Proceedings of the Special Interest Group on Computer Graphics and Interactive Techniques Conference, 2014

Optimization-based computation of locomotion trajectories for crowd patches.
Proceedings of the Seventh International Conference on Motion in Games, Playa Vista, CA, USA, November 06, 2014

Following behaviors: a model for computing following distances based on prediction.
Proceedings of the Seventh International Conference on Motion in Games, Playa Vista, CA, USA, November 06, 2014

Task efficient contact configurations for arbitrary virtual creatures.
Proceedings of the Graphics Interface 2014, 2014

2013
Inserting virtual pedestrians into pedestrian groups video with behavior consistency.
Vis. Comput., 2013

Kinematic Evaluation of Virtual Walking Trajectories.
IEEE Trans. Vis. Comput. Graph., 2013

Interactive Techniques for Populating Large Virtual Cities.
Proceedings of the Eurographics Workshop on Urban Data Modelling and Visualisation, 2013

Fast grasp planning by using cord geometry to find grasping points.
Proceedings of the 2013 IEEE International Conference on Robotics and Automation, 2013

Simulation of past life: Controlling agent behaviors from the interactions between ethnic groups.
Proceedings of the 1st Digital Heritage International Congress, 2013

Walk with me: interactions in emotional walking situations, a pilot study.
Proceedings of the ACM Symposium on Applied Perception 2013, 2013

2012
Traffic Instabilities in Self-Organized Pedestrian Crowds.
PLoS Comput. Biol., 2012

Realistic following behaviors for crowd simulation.
Comput. Graph. Forum, 2012

Cloning Crowd Motions.
Proceedings of the 2012 Eurographics/ACM SIGGRAPH Symposium on Computer Animation, 2012

Lane Detection in Pedestrian Motion and Entropy-based Order Index.
Proceedings of the ICPRAM 2012, 2012

2011
Imperceptible relaxation of collision avoidance constraints in virtual crowds.
ACM Trans. Graph., 2011

Online inserting virtual characters into dynamic video scenes.
Comput. Animat. Virtual Worlds, 2011

A step-by-step modeling, analysis and annotation of locomotion.
Comput. Animat. Virtual Worlds, 2011

Joyman: an immersive and entertaining interface for virtual locomotion.
Proceedings of the SIGGRAPH Asia 2011 Emerging Technologies, 2011

Reconstructing Motion Capture Data for Human Crowd Study.
Proceedings of the Motion in Games - 4th International Conference, 2011

Long Term Real Trajectory Reuse through Region Goal Satisfaction.
Proceedings of the Motion in Games - 4th International Conference, 2011

A Local Behavior Model for Small Pedestrian Groups.
Proceedings of the 12th International Conference on Computer-Aided Design and Computer Graphics, 2011

Joyman: A human-scale joystick for navigating in virtual worlds.
Proceedings of the IEEE Symposium on 3D User Interfaces, 2011

2010
A synthetic-vision based steering approach for crowd simulation.
ACM Trans. Graph., 2010

Interaction between real and virtual humans during walking: perceptual evluation of a simple device.
Proceedings of the 7th Symposium on Applied Perception in Graphics and Visualization, 2010

2009
YaQ: An Architecture for Real-Time Navigation and Rendering of Varied Crowds.
IEEE Computer Graphics and Applications, 2009

Crowd patches: populating large-scale virtual environments for real-time applications.
Proceedings of the 2009 Symposium on Interactive 3D Graphics, 2009

Experiment-based modeling, simulation and validation of interactions between virtual walkers.
Proceedings of the 2009 ACM SIGGRAPH/Eurographics Symposium on Computer Animation, 2009

Data Based Steering of Virtual Human Using a Velocity-Space Approach.
Proceedings of the Motion in Games, Second International Workshop, 2009

A Velocity-Curvature Space Approach for Walking Motions Analysis.
Proceedings of the Motion in Games, Second International Workshop, 2009

Course: Modeling Individualities in Groups and Crowds.
Proceedings of the 30th Annual Conference of the European Association for Computer Graphics, 2009

2008
Motion planning and autonomy for virtual humans.
Proceedings of the International Conference on Computer Graphics and Interactive Techniques, 2008

Autonomous navigation for crowds of virtual humans: part I: interactive design of virtual population using navigation graphs.
Proceedings of the International Conference on Computer Graphics and Interactive Techniques, 2008

Populate Your Game Scene.
Proceedings of the Motion in Games, First International Workshop, 2008

2007
Pedestrian Reactive Navigation for Crowd Simulation: a Predictive Approach.
Comput. Graph. Forum, 2007

Crowds of Moving Objects: Navigation Planning and Simulation.
Proceedings of the 2007 IEEE International Conference on Robotics and Automation, 2007

2006
Animation planning for virtual characters cooperation.
ACM Trans. Graph., 2006

A motion capture-based control-space approach for walking mannequins.
Comput. Animat. Virtual Worlds, 2006

Real-time navigating crowds: scalable simulation and rendering.
Comput. Animat. Virtual Worlds, 2006

2005
Path Planning for Crowds: From Shared Goals to Individual Behaviors.
Proceedings of the 26th Annual Conference of the European Association for Computer Graphics, 2005

2003
A 2-stages locomotion planner for digital actors.
Proceedings of the 2003 ACM SIGGRAPH/Eurographics Symposium on Computer Animation, 2003

3D collision avoidance for digital actors locomotion.
Proceedings of the 2003 IEEE/RSJ International Conference on Intelligent Robots and Systems, Las Vegas, Nevada, USA, October 27, 2003

2002
Planning human walk in virtual environments.
Proceedings of the IEEE/RSJ International Conference on Intelligent Robots and Systems, Lausanne, Switzerland, September 30, 2002


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