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Talks

Slides of some recent talks, for research as well as for the general public.

French Computer Graphics Days (JFIG 2026) · November 2026
Talk (in French) on the paper Dynamic Skinning: Kinematics-Driven Cartoon Effects for Articulated Characters (IEEE TVCG 2026), with Karim Salem, Niranjan Kalyanasundaram and Victor Zordan: expressive animation effects (drag, oscillations, follow-through) computed directly from skinning, without simulation, with interactive demos.
Soirées Mathématiques de Lyon (public lectures) · October 2026
Public lecture (in French). Which models lie behind the 3D characters of animated films and video games? From rotations and their representations (Euler angles, quaternions) to skeletons and surface deformation, up to current research questions, with interactive demos.
LIX, École polytechnique · February 2024
Research talk on the expressive animation of characters: principles of animation, state of the art between kinematic approaches, temporal filters and physical simulation, then real-time cartoon effects computed from skinning (velocity skinning and its extensions).
Talk for ENS students · December 2022
Talk (in French): what is computer graphics, what is it used for and why do research in it? Overview of the work of the VISTA and GeoMeriX teams at LIX (modeling, animation, crowds, virtual reality) and a detailed example of a research project.
GTAS, GDR IG-RV · July 2022
Talk (in French) presenting CGP, a learning-oriented C++/OpenGL library, and its use in animation and simulation courses: design principles, examples of lab sessions and student projects.
CLIPE Summer School · September 2021
Lecture on the expressive animation of virtual characters: terminology and production pipeline, the 12 principles of animation, overview of computer graphics research, and a case study of velocity skinning.
Fête de la Science (science festival), Annonay · October 2018
Public talk (in French): how are the virtual 3D worlds of games and films made? History of 3D, models and rendering, then research examples on character animation, skinning and clothes.