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    <title>Evaluation on Adrien Peytavie</title>
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    <description>Recent content in Evaluation on Adrien Peytavie</description>
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      <title>Virtual Worlds &amp; Immersion</title>
      <link>https://perso.liris.cnrs.fr/apeytavi/website/research/virtual-worlds/</link>
      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
      
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      <description>Representation, level of detail and interactive rendering of environments too large to be held in memory, bringing terrain, vegetation and built elements together in a single scene. Scale is the constraint that shapes everything else here, since a representation that does not degrade gracefully cannot be explored in real time.</description>
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      <title>PTRM: Perceived Terrain Realism Metric</title>
      <link>https://perso.liris.cnrs.fr/apeytavi/website/publication/hal-03695473/</link>
      <pubDate>Sat, 01 Jan 2022 00:00:00 +0000</pubDate>
      
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      <description>Terrains are visually prominent and commonly needed objects in many computer graphics applications. While there are many algorithms for synthetic terrain generation, it is rather difficult to assess the realism of a generated output. This paper presents a first step towards the direction of perceptual evaluation for terrain models.</description>
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      <title>A Psychophysical Evaluation of Texture Compression Masking Effects</title>
      <link>https://perso.liris.cnrs.fr/apeytavi/website/publication/hal-01719531/</link>
      <pubDate>Tue, 01 Jan 2019 00:00:00 +0000</pubDate>
      
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      <description>Lossy texture compression is increasingly used to reduce GPU memory and bandwidth consumption. However, as raised by recent studies, evaluating the quality of compressed textures is a difficult problem. Indeed using Peak Signal-to-Noise Ratio (PSNR) on texture images, like done in most applications, may not be a correct way to proceed.</description>
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      <title>Orometry-based Terrain Analysis and Synthesis</title>
      <link>https://perso.liris.cnrs.fr/apeytavi/website/publication/hal-02326472/</link>
      <pubDate>Tue, 01 Jan 2019 00:00:00 +0000</pubDate>
      
      <guid>https://perso.liris.cnrs.fr/apeytavi/website/publication/hal-02326472/</guid>
      <description>Mountainous digital terrains are an important element of many virtual environments and find application in games, film, simulation and training. Unfortunately, while existing synthesis methods produce locally plausible results they often fail to respect global structure. This is exacerbated by a dearth of automated metrics for assessing terrain properties at a macro level.</description>
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