MuseumNext workshop

I have been invited to give a tutorial on Augmented Reality at MuseumNext Wezit workshop on Monday, June 26th, in Rotterdam.

You can register here:

IEEE Virtual Reality paper accepted

our paper on the study of consumer purchase behavior with regard to non standard fruit and vegetables in VR has been accepted as a long paper to IEEE VR.

Reference: Verhulst, A.; Normand, J.M. ; Lombart, C. & Moreau, G. (2017) A Study on the Use of an Immersive Virtual Reality Store to Investigate Consumer Perceptions and Purchase Behavior toward Non-standard Fruits and Vegetables. to appear into the proceedings of IEEE Virtual Reality. Los Angeles, CA.

Abstract: In this paper we present an immersive virtual reality user study aimed at investigating how customers perceive and if they would purchase non standard (i.e. misshaped) fruits and vegetables (FaVs) in supermarkets and hypermarkets. Indeed, food waste is a major issue for the retail sector and a recent trend is to reduce it by selling non-standard goods. An important question for retailers relates to the FaVs’ “level of abnormality” that consumers would agree to buy. However, this question cannot be tackled using “classical” marketing techniques that perform user studies within real shops since fresh produce such as FaVs tend to rot rapidly preventing studies to be repeatable or to be run for a long time. In order to overcome those limitations, we created a virtual grocery store with a fresh FaVs section where 142 participants were immersed using an Oculus Rift DK2 HMD. Participants were presented either “normal”, “slightly misshaped”, “misshaped” or “severely misshaped” FaVs. Results show that participants tend to purchase a similar number of FaVs whatever their deformity. Nevertheless participants’ perceptions of the quality of the FaV depend on the level of abnormality.


I have been appointed with Anatole Lécuyer as IEEE ISMAR 2017 General Chair. ISMAR will be organised in Nantes, La Cité International Events Center on Oct. 9th-13th.

The conference website is:

A few calls:

3D Vision conference paper accepted

Our paper on 3D reconstruction of Surface of Revolution from dense SLAM has been accepted for oral presentation at 3D Vision conference held in Stanford University.

Reference: Yang, L.; Uchuyama, H.; Normand, J.M.; Moreau, G.; Nagahara, H. & Taniguchi, R. (2016) Real-time surface of revolution reconstruction on dense SLAM. International conference on 3D Vision. Stanford, Palo Alto, CA, USA.

AbstractWe present a fast and accurate method for reconstructing surfaces of revolution (SoR) on 3D data and its application to structural modeling of a cluttered scene in real-time. To estimate a SoR axis, we derive an approximately linear cost function for fast convergence. Also, we design a framework for reconstructing SoR on dense SLAM. In the experiment results, we show our method is accurate, robust to noise and runs in real-time.

ISMAR 2016 paper accepted

Fast and Precise projector-camera calibration video on youtube

Our paper about precise and fast calibration of projector camera systems for augmented reality has been accepted for publication at ISMAR 2016, Merida.


Yang, L. ; Normand, J.M. & Moreau, G. (2016) Practical and precise projector-camera calibration. IEEE ISMAR 2016, Merida, Mexico.

abstract: Projectors are important display devices for large scale augmented reality applications. However, precisely calibrating projectors with large focus distances implies a trade-off between practicality and accuracy. People either need a huge calibration board or a precise 3D model. In this paper, we present a practical projector-camera calibration method to solve this problem. The user only needs a small calibration board to calibrate the system regardless of the focus distance of the projector. Results show that the root-mean-squared re-projection error (RMSE) for a 450cm projection distance is only about 4mm, even though it is calibrated using a small B4 (250x353mm) calibration board.

Code is available on github (Linux only):

Call for papers UDMV2016

The objective of this workshop is to discuss the modelling and visualisation of the city at various temporal and spatial scales and aims at sharing associated techniques, methods, uses and points of view. Managing and understanding urban data are major issues as they are represented by several kind of different data at different scales. Urban data not only embed the geometry of the city model, but also data related to human activities (e.g. social data, transportation, mobility, history), to physical phenomena (e.g. light, wind, heat), and to environment (e.g. geography, climate).

Thus, their processing is a big challenge for current GIS and computing capabilities, especially considering all the sustainable development parameters related to architectural design, urban planning and urban climate studies; but also considering the specific needs of entertainment, cultural heritage or any domains using urban data. The workshop aims to gather in a same place GIS, BIM and computer graphics communities.

Important dates

July 20, 2016: Paper submission
September 5, 2016: Author notification
October 10, 2016: Camera-ready paper
December 8, 2016: Workshop


Following the success of the 3rd workshop on Urban Data Modelling and Visualisation as a single event in Delft, NL, the 4th edition of the workshop is organised by the Faculty of Architecture and the Geomatics Unit of the University of Liège. Under the auspice of the Eurographics organization, the workshop will be held on December 8th in Liège, Belgium. Once again, we expect fruitful exchanges by the involvement of the computer graphics, the geoinformation and the GIS communities.

Contributions addressing the following topics are welcome:

  • Modelling the static and dynamic features of the city (spatio-temporal data)
  • Multi-scale geometric data (from building scale to urban scale)
  • Multi-scale temporal data (from real time to history time)
  • Visualisation of several urban data layers (aggregated indicators)
  • Visual analytics using urban data (decision making processes and CAD)


Expected contributions are research papers, 6 pages in EG publication format, presenting unpublished methods, algorithms and techniques with established results. All accepted papers will be presented orally at the conference by one of the authors, and will be published in the EG Digital Library.

Workshop Chair

Pierre Hallot (Faculty of Architecture/University of Liège/Belgium) and
Roland Billen (Geomatics Unit/University of Liège/Belgium)

Program Chairs

Vincent Tourre (CRENAU/AAU/ECN/France) and
Filip Biljecki (3D Geoinformation group/TU Delft/Netherlands)

More details to be found in attachment and on the website:

Postdoc – Augmented Reality

(English version below)

Dans le cadre du projet AR’n’BIM labellisé par le pôle Images et Réseaux, l’équipe informatique du laboratoire AAU – UMR 1563 CNRS – Ecole Centrale de Nantes – ENSA Nantes – ENSA Grenoble recrute un post-doctorant pour une période de 18 mois à partir de Septembre 2016.

Le projet AR’n’BIM regroupe, en plus de l’équipe AAU, les sociétés Artefacto, Acsystème et Egis (cette dernière intervenant en tant qu’expert métier et apporte au projet des problèmes concrets).

Le post-doctorant sera employé par l’Ecole Centrale de Nantes dans le laboratoire AAU à Nantes pour un CDD de 18 mois.

Description brève du projet AR’n’BIM

Le projet consiste à développer les premiers éléments d’une ligne de produits innovants d’aide au contrôle de l’exécution des travaux immobiliers puis de leur maintenance, qu’il s’agisse de nouveaux bâtiments ou de rénovation d’ancien.

La plateforme ainsi que les applications constitutives de cette ligne de produits s’adresseront aux professionnels du bâtiment, maitres d’œuvre, maitres d’ouvrage et titulaires de lots, et offriront un support de contrôle, de communication et d’échanges autour des données techniques de la construction.

Le périmètre du projet s’étend de l’acquisition des données BIM (formats IFC et Autodesk Revit) à la visualisation 3D sur site en réalité augmentée de ces données.

Dans ce projet, le rôle de l’équipe AAU, et le travail de la personne recrutée, consistera principalement à la définition et mise au point des algorithmes de recalage précis (sans marqueur) de la RA sur les bâtiments ainsi qu’à leur implémentation à partir de technique développée dans le laboratoire [1]. Il/elle participera également à la rédaction d’articles scientifiques issus des résultats de ces travaux.

En particulier, on découpera deux grands cas de figure :

  • En extérieur : implantation d’un projet immobilier dans un environnement urbain existant, ou recalage sur une structure existante.
  • En intérieur : recalage dans un environnement (à géométrie « simple ») connu.

Profil recherché / Connaissances souhaitées :

  • Doctorat en informatique, spécialité vision par ordinateur ou réalité augmentée
  • Développement avancé : C/C++, OpenCV, CUDA (si possible),

Adresser votre candidature (CV et lettre de motivation) par email à : et

[1] Yang, L. ; Normand, J.M. & Moreau, G (2015) “Local Geometric Consensus: a general purpose point pattern-based tracking algorithm“, Proc. IEEE ISMAR, published in IEEE Transactions on Visualization and Computer Graphics, 21(11) 1299-1308.


The AAU UMR 1563 CNRS – Ecole Centrale de Nantes – ENSA Nantes – ENSA Grenoble laboratory is looking for an 18-month postdoctoral researcher within the AR’n’BIM project. The contract can start as soon as September 2016 and is to be located in Nantes, France.

Brief description of the AR’n’BIM project:

This project consists of developing the building blocks of a line of innovative products for helping maintenance and inspection tasks within a construction work context (either for new buildings or renovation).

This software platform is aimed at construction professionals, project managers and contracting authorities so that they can control the execution as well as the maintenance during construction work.

This project ranges from acquisition of BIM data to their on-site augmented reality (AR) 3D visualization.

Within the AR’n’BIM project, the AAU team as well as the recruited applicant will have to propose, based on existing work developed internally [1], new markerless pose computation algorithms for AR for the construction work context. In particular we distinguish between two main possibilities:

  • Outdoor: construction of a new real-estate project within an urban context, or mapping to an existing neighboring building.
  • Indoor: pose computation within a “simple” known environment.

The hired applicant will also participate to the promotion of results obtained from this work, especially through scientific articles.

Desired profile / Skills:

  • PhD in computer science, with a specialization in computer vision or augmented reaity.
  • Programming skills: C/C++, OpenCV, CUDA (if possible).

Send your resume and motivation letter by email to: and

[1] Yang, L.; Normand, J.M. & Moreau, G (2015) “Local Geometric Consensus: a general purpose point pattern-based tracking algorithm“, Proc. IEEE ISMAR, published in IEEE Transactions on Visualization and Computer Graphics, 21(11) 1299-1308.

Sujets de thèse 2016 / PhD topics 2016

4 PhD topics are available for Fall 2016. I am seeking for excellent students with a Master in Computer Science or an Engineering Diploma. High skills are required in mathematics and computer science. Experience in Computer Vision or Virtual Reality are a plus.

Although there exist many opportunities for funding (from local to national ones), actual funding decision is competitive and will depend on the excellence of the applicant.


Please send me your resume, motivation letter and grades to apply.

ISMAR video available

Our paper for textureless tracking at ISMAR 2015 accompanying video is now available online.

Reference: Yang, L. ; Normand, J.M. & Moreau, G. (2015) Local Geometric Consensus: a general purpose point pattern-based tracking algorithm. To appear in IEEE Transactions in Visualization and Computer Graphics. ISMAR 2015, Fukuoka, Japan.

Soutenance de thèse de Siju WU

Le 30 décembre 2015, Siju WU a soutenu sa thèse au laboratoire IBISC de l’Université d’Evry. Le titre de la thèse est :

Study and design of interaction techniques to facilitate object selection and manipulation in virtual environments on mobile devices


– Rapporteurs :

  1. Géry Casiez, Pr., Université de Lille 1
  2. Thierry Duval, Pr., IMT – Télécom Bretagne

– Examinateurs :

  1. Bruno Arnaldi, Pr., INSA de Rennes
  2. Cédric Dumas, MCF., Ecole des Mines de Nantes
  3. Frédéric Merienne, Pr., Institut Image – ENSAM

– Encadrants :

  1. Samir Otmane, Pr., Université d’Evry Val d’Essonne, directeur de thèse
  2. Guillaume Moreau, Pr., Ecole Centrale de Nantes. co-directeur de thèse
  3. Amine Chellali, MCF., Université d’Evry Val d’


Les avancées dans le domaine des NUIs (interfaces utilisateur naturelles) permettent aux concepteurs de développer de nouvelles techniques efficaces et faciles à utiliser pour l’interaction 3D. Dans ce contexte, les interfaces mobiles attirent beaucoup d’attention sur la conception de techniques d’interaction 3D pour une utilisation ubiquitaire. Nos travaux de recherche se focalisent sur la proposition de nouvelles techniques d’interaction pour faciliter la sélection et la manipulation d’objets dans des environnements virtuels s’exécutant sur des interfaces mobiles. En effet, l’efficacité et la précision de la sélection des l’objets sont fortement affectés par la taille de la cible et la densité de l’environnement virtuel. Pour surmonter le problème d’occlusion du bout des doigts sur les Smartphones, nous avons conçu deux techniques de sélection reposant sur le toucher. Nous avons également conçu deux techniques hybrides à main levée pour la sélection à distance de petits objets. Pour effectuer une manipulation d’objets contraints sur les Tablet- PC, nous avons proposé une technique bimanuelle basée sur un modèle asymétrique. Les deux mains peuvent être utilisés en collaboration, afin de spécifier la contrainte, déterminer le mode de manipulation et de contrôler la transformation. Nous avons également proposé deux autres techniques de manipulation à une seule main en utilisant les points de contacts identifiés. Les évaluations de nos techniques démontrent qu’ils peuvent améliorer l’expérience des interactions utilisateurs sur des interfaces mobiles. Nos résultats permettent aussi de donner quelques lignes directrices pour améliorer la conception de techniques d’interactions 3D sur des interfaces mobiles.