Adrien Gruson

dblp:116/0835 · DBLP profile ↗
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20ranked-venue papers
4as first author
6since 2021 · last 2026
0000-0003-0773-2725ORCID · corroborated

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 20 · 4 first-author · 6 since 2021Human-computer interaction and ubiquitous computing · 1 · 1 since 2021
YearPublicationVenuePosition
2026 DCCVT: Differentiable Clipped Centroidal Voronoi Tessellation
abstract
While Marching Cubes (MC) and Marching Tetrahedra (MTet) are widely adopted in 3D reconstruction pipelines due to their simplicity and efficiency, their differentiable variants remain suboptimal for mesh extraction. This often limits the quality of 3D meshes reconstructed from point clouds or images in learning-based frameworks. In contrast, clipped CVTs offer stronger theoretical guarantees and yield higher-quality meshes. However, the lack of a differentiable formulation has prevented their integration into modern machine learning pipelines. To bridge this gap, we propose DCCVT, a differentiable algorithm that extracts high-quality 3D meshes from noisy signed distance fields (SDFs) using clipped CVTs. We derive a fully differentiable formulation for computing clipped CVTs and demonstrate its integration with deep learning-based SDF estimation to reconstruct accurate 3D meshes from input point clouds. Our experiments with synthetic data demonstrate the superior ability of DCCVT against state-of-theart methods in mesh quality and reconstruction fidelity. https://wylliamcantincharawi.dev/DCCVT.github.io/
Wylliam Cantin Charawi, Adrien Gruson, Jane Wu, Christian Desrosiers, Diego Thomas
3DV2
2026 Neural Progressive Photon Mapping
abstract
Abstract Photon density estimation is a robust solution for estimating complex light transport, such as those involving caustics and pure specular interactions. The shape and bandwidth of the density kernel are both crucial in achieving optimal performance. Recently, density kernels directly predicted by neural networks from local photon statistics have shown improved reconstruction results for small numbers of photons. The direct weight prediction approach of these methods, however, is fundamentally incompatible with consistent estimators as it does not allow for direct control over bias and variance. We address this problem by relying on a simpler yet effective analytical kernel, also inferred by a neural network. Unlike prior work, our technique supports progressive schemes by design, hence unlocking a large variety of applications such as stochastic photon mapping. Our method is fast, trivial to train and demonstrates state‐of‐the‐art caustics reconstruction at equal‐time over other photon mapping techniques.
Justin Benoist, Joey Litalien, Adrien Gruson
Comput. Graph. Forum3
2025 Adaptive Neural Kernels for Gradient-domain Rendering
abstract
Monte Carlo methods are a cornerstone of physics-based light transport simulations, valued for their ability to produce high-quality photorealistic images. These stochastic methods often suffer from variance, resulting in undesirable noise in the rendered images. Gradient-domain rendering (GDR) techniques mitigate this problem by estimating unbiased image-space gradients via so-called shift-mapping operators. While these mappings are computationally efficient, they can yield high-variance gradients—and thus poor reconstruction quality—when applied to pixels with wildly different integrals. We tackle this challenge by dynamically selecting the optimal set of neighboring pixels for applying shift-mapping under random sequence replay. Key to our approach is a differentiable sorting network that softly ranks the output of a convolutional neural network conditioned on input sample features for weighted reconstruction. This module is carefully rigidified over time to converge to a hard top-k selection, allowing end-to-end optimization with respect to the reconstruction error. Our method is versatile and can be jointly optimized with other adaptive sampling strategies. We demonstrate variance reduction over other traditional adaptive gradient-domain methods across scenes of varying radiometric complexity.
Matthieu Josse, Joey Litalien, Adrien Gruson
SIGGRAPH Asia3
2024 Neural Histogram-Based Glint Rendering of Surfaces With Spatially Varying Roughness
abstract
Abstract The complex, glinty appearance of detailed normal‐mapped surfaces at different scales requires expensive per‐pixel Normal Distribution Function computations. Moreover, large light sources further compound this integration and increase the noise in the Monte Carlo renderer. Specialized rendering techniques that explicitly express the underlying normal distribution have been developed to improve performance for glinty surfaces controlled by a fixed material roughness. We present a new method that supports spatially varying roughness based on a neural histogram that computes per‐pixel NDFs with arbitrary positions and sizes. Our representation is both memory and compute efficient. Additionally, we fully integrate direct illumination for all light directions in constant time. Our approach decouples roughness and normal distribution, allowing the live editing of the spatially varying roughness of complex normal‐mapped objects. We demonstrate that our approach improves on previous work by achieving smaller footprints while offering GPU‐friendly computation and compact representation.
Ishaan Nikhil Shah, Luis E. Gamboa, Adrien Gruson, P. J. Narayanan
Comput. Graph. Forum3
2022 Single-pass stratified importance resampling
abstract
Abstract Resampling is the process of selecting from a set of candidate samples to achieve a distribution (approximately) proportional to a desired target. Recent work has revisited its application to Monte Carlo integration, yielding powerful and practical importance sampling methods. One drawback of existing resampling methods is that they cannot generate stratified samples. We propose two complementary techniques to achieve efficient stratified resampling. We first introduce bidirectional CDF sampling which yields the same result as conventional inverse CDF sampling but in a single pass over the candidates, without needing to store them, similarly to reservoir sampling. We then order the candidates along a space‐filling curve to ensure that stratified CDF sampling of candidate indices yields stratified samples in the integration domain. We showcase our method on various resampling‐based rendering problems.
Ege Ciklabakkal, Adrien Gruson, Iliyan Georgiev, Derek Nowrouzezahrai, Toshiya Hachisuka
Comput. Graph. Forum2
2022 Regression-based Monte Carlo integration
abstract
Monte Carlo integration is typically interpreted as an estimator of the expected value using stochastic samples. There exists an alternative interpretation in calculus where Monte Carlo integration can be seen as estimating a constant function---from the stochastic evaluations of the integrand---that integrates to the original integral. The integral mean value theorem states that this constant function should be the mean (or expectation) of the integrand. Since both interpretations result in the same estimator, little attention has been devoted to the calculus-oriented interpretation. We show that the calculus-oriented interpretation actually implies the possibility of using a more complex function than a constant one to construct a more efficient estimator for Monte Carlo integration. We build a new estimator based on this interpretation and relate our estimator to control variates with least-squares regression on the stochastic samples of the integrand. Unlike prior work, our resulting estimator is provably better than or equal to the conventional Monte Carlo estimator. To demonstrate the strength of our approach, we introduce a practical estimator that can act as a simple drop-in replacement for conventional Monte Carlo integration. We experimentally validate our framework on various light transport integrals. The code is available at https://github.com/iribis/regressionmc.
Corentin Salaün, Adrien Gruson, Binh-Son Hua, Toshiya Hachisuka, Gurprit Singh
ACM Trans. Graph.2
2020 Deep Adaptive Wavelet Network
abstract
Even though convolutional neural networks have become the method of choice in many fields of computer vision, they still lack interpretability and are usually designed manually in a cumbersome trial-and-error process. This paper aims at overcoming those limitations by proposing a deep neural network, which is designed in a systematic fashion and is interpretable, by integrating multiresolution analysis at the core of the deep neural network design. By using the lifting scheme, it is possible to generate a wavelet representation and design a network capable of learning wavelet coefficients in an end-to-end form. Compared to state-of-the-art architectures, the proposed model requires less hyper-parameter tuning and achieves competitive accuracy in image classification tasks. The Code implemented for this research is available at https://github.com/mxbastidasr/DAWN_WACV2020.
Maria-Ximena Bastidas-Rodríguez, Adrien Gruson, Luisa F. Polanía, Shin Fujieda, Flavio Prieto, Kohei Takayama, Toshiya Hachisuka
WACV2
2020 Practical Product Path Guiding Using Linearly Transformed Cosines
abstract
Abstract Path tracing is now the standard method used to generate realistic imagery in many domains, e.g., film, special effects, architecture etc. Path guiding has recently emerged as a powerful strategy to counter the notoriously long computation times required to render such images. We present a practical path guiding algorithm that performs product sampling, i.e., samples proportional to the product of the bidirectional scattering distribution function (BSDF) and incoming radiance. We use a spatial‐directional subdivision to represent incoming radiance, and introduce the use of Linearly Transformed Cosines (LTCs) to represent the BSDF during path guiding, thus enabling efficient product sampling. Despite the computational efficiency of LTCs, several optimizations are needed to make our method cost effective. In particular, we show how we can use vectorization, precomputation, as well as strategies to optimize multiple importance sampling and Russian roulette to improve performance. We evaluate our method on several scenes, demonstrating consistent improvement in efficiency compared to previous work, especially in scenes with significant glossy inter‐reflection.
Stavros Diolatzis, Adrien Gruson, Wenzel Jakob, Derek Nowrouzezahrai, George Drettakis
Comput. Graph. Forum2
2020 An Efficient Transport Estimator for Complex Layered Materials
abstract
Abstract Layered materials capture subtle, realistic reflection behaviors that traditional single‐layer models lack. Much of this is due to the complex subsurface light transport at the interfaces of – and in the media between – layers. Rendering with these materials can be costly, since we must simulate these transport effects at every evaluation of the underlying reflectance model. Rendering an image requires thousands of such evaluations, per pixel. Recent work treats this complexity by introducing significant approximations, requiring large precomputed datasetsper material, or simplifying the light transport simulations within the materials. Even the most effective of these methods struggle with the complexity induced by high‐frequency variation in reflectance parameters and micro‐surface normal variation, as well as anisotropic volumetric scattering between the layer interfaces. We present a more efficient, unbiased estimator for light transport in such general, complex layered appearance models. By conducting an analysis of the types of transport paths that contribute most to the aggregate reflectance dynamics, we propose an effective and unbiased path sampling method that reduces variance in the reflectance evaluations. Our method additionally supports reflectance importance sampling, does not rely on any precomputation, and so integrates readily into existing renderers. We consistently outperform the state‐of‐the‐art by ~2 – 6 × in equal‐quality (i.e., equal error) comparisons.
Luis E. Gamboa, Adrien Gruson, Derek Nowrouzezahrai
Comput. Graph. Forum2
2020 Stratified Markov Chain Monte Carlo Light Transport
abstract
Abstract Markov chain Monte Carlo (MCMC) sampling is a powerful approach to generate samples from an arbitrary distribution. The application to light transport simulation allows us to efficiently handle complex light transport such as highly occluded scenes. Since light transport paths in MCMC methods are sampled according to the path contributions over the sampling domain covering the whole image, bright pixels receive more samples than dark pixels to represent differences in the brightness. This variation in the number of samples per pixel is a fundamental property of MCMC methods. This property often leads to uneven convergence over the image, which is a notorious and fundamental issue of any MCMC method to date. We present a novel stratification method of MCMC light transport methods. Our stratification method, for the first time, breaks the fundamental limitation that the number of samples per pixel is uncontrollable. Our method guarantees that every pixel receives a specified number of samples by running a single Markov chain per pixel. We rely on the fact that different MCMC processes should converge to the same result when the sampling domain and the integrand are the same. We thus subdivide an image into multiple overlapping tiles associated with each pixel, run an independent MCMC process in each of them, and then align all of the tiles such that overlapping regions match. This can be formulated as an optimization problem similar to the reconstruction step for gradient‐domain rendering. Further, our method can exploit the coherency of integrands among neighboring pixels via coherent Markov chains and replica exchange. Images rendered with our method exhibit much more predictable convergence compared to existing MCMC methods.
Adrien Gruson, Rex West, Toshiya Hachisuka
Comput. Graph. Forum1
2020 Delayed Rejection Metropolis Light Transport
abstract
Designing robust mutation strategies for primary sample space Metropolis light transport is a challenging problem: poorly tuned mutations both hinder state space exploration and introduce structured image artifacts. Scenes with complex materials, lighting, and geometry make hand-designing strategies that remain optimal over the entire state space infeasible. Moreover, these difficult regions are often sparse in state space, and so relying exclusively on intricate—and often expensive—proposal mechanisms can be wasteful, whereas simpler inexpensive mechanisms are more sample efficient. We generalize Metropolis–Hastings light transport to employ a flexible two-stage mutation strategy based on delayed rejection Markov chain Monte Carlo. Our approach generates multiple proposals based on the failure of previous ones, all while preserving Markov chain ergodicity. This allows us to reduce error while maintaining fast global exploration and low correlation across chains. Direct application of delayed rejection to light transport leads to low acceptance probabilities, and so we also propose a novel transition kernel to alleviate this issue. We benchmark our approach on several applications includingbold-then-timidandcheap-then-expensiveproposals across different light transport algorithms. Our method is applicable to any primary sample space algorithm with minimal implementation effort, producing consistently better results on a variety of challenging scenes.
Damien Rioux-Lavoie, Joey Litalien, Adrien Gruson, Toshiya Hachisuka, Derek Nowrouzezahrai
ACM Trans. Graph.3
2020 Continuous multiple importance sampling
abstract
Multiple importance sampling (MIS) is a provably good way to combine a finite set of sampling techniques to reduce variance in Monte Carlo integral estimation. However, there exist integration problems for which a continuum of sampling techniques is available. To handle such cases we establish a continuous MIS (CMIS) formulation as a generalization of MIS to uncountably infinite sets of techniques. Our formulation is equipped with a base estimator that is coupled with a provably optimal balance heuristic and a practical stochastic MIS (SMIS) estimator that makes CMIS accessible to a broad range of problems. To illustrate the effectiveness and utility of our framework, we apply it to three different light transport applications, showing improved performance over the prior state-of-the-art techniques.
Rex West, Iliyan Georgiev, Adrien Gruson, Toshiya Hachisuka
ACM Trans. Graph.3
2019 A Survey on Gradient-Domain Rendering
abstract
Abstract Monte Carlo methods for physically‐based light transport simulation are broadly adopted in the feature film production, animation and visual effects industries. These methods, however, often result in noisy images and have slow convergence. As such, improving the convergence of Monte Carlo rendering remains an important open problem. Gradient‐domain light transport is a recent family of techniques that can accelerate Monte Carlo rendering by up to an order of magnitude, leveraging a gradient‐based estimation and a reformulation of the rendering problem as an image reconstruction. This state of the art report comprehensively frames the fundamentals of gradient‐domain rendering, as well as the pragmatic details behind practical gradient‐domain uniand bidirectional path tracing and photon density estimation algorithms. Moreover, we discuss the various image reconstruction schemes that are crucial to accurate and stable gradient‐domain rendering. Finally, we benchmark various gradient‐domain techniques against the state‐of‐the‐art in denoising methods before discussing open problems.
Binh-Son Hua, Adrien Gruson, Victor Petitjean, Matthias Zwicker, Derek Nowrouzezahrai, Elmar Eisemann, Toshiya Hachisuka
Comput. Graph. Forum2
2019 Scalable Virtual Ray Lights Rendering for Participating Media
abstract
Abstract Virtual ray lights (VRL) are a powerful representation for multiple‐scattered light transport in volumetric participating media. While efficient Monte Carlo estimators can importance sample the contribution of a VRL along an entire sensor subpath, render time still scales linearly in the number of VRLs. We present a new scalable hierarchial VRL method that preferentially samples VRLs according to their image contribution. Similar to Lightcuts‐based approaches, we derive a tight upper bound on the potential contribution of a VRL that is efficient to compute. Our bound takes into account the sampling probability densities used when estimating VRL contribution. Ours is the first such upper bound formulation, leading to an efficient and scalable rendering technique with only a few intuitive user parameters. We benchmark our approach in scenes with many VRLs, demonstrating improved scalability compared to existing state‐of‐the‐art techniques.
Nicolas Vibert, Adrien Gruson, H. Stokholm, T. Mortensen, Wojciech Jarosz, Toshiya Hachisuka, Derek Nowrouzezahrai
Comput. Graph. Forum2
2018 Efficient inverse transform methods for VPL selection in global illumination
Djihane Babahenini, Adrien Gruson, Mohamed Chaouki Babahenini, Kadi Bouatouch
Multim. Tools Appl.2
2018 Gradient-domain volumetric photon density estimation
abstract
Gradient-domain rendering can improve the convergence of surface-based light transport by exploiting smoothness in image space. Scenes with participating media exhibit similar smoothness and could potentially benefit from gradient-domain techniques. We introduce the first gradient-domain formulation of image synthesis with homogeneous participating media, including four novel and efficient gradient-domain volumetric density estimation algorithms. We show that naïve extensions of gradient domain path-space and density estimation methods to volumetric media, while functional, can result in inefficient estimators. Focussing on point-, beam- and plane-based gradient-domain estimators, we introduce a novel shift mapping that eliminates redundancies in the naïve formulations using spatial relaxation within the volume. We show that gradient-domain volumetric rendering improve convergence compared to primal domain state-of-the-art, across a suite of scenes. Our formulation and algorithms support progressive estimation and are easy to incorporate atop existing renderers.
Adrien Gruson, Binh-Son Hua, Nicolas Vibert, Derek Nowrouzezahrai, Toshiya Hachisuka
ACM Trans. Graph.1
2017 Gradient-Domain Photon Density Estimation
abstract
The most common solutions to the light transport problem rely on either Monte Carlo (MC) integration or density estimation methods, such as uni- & bi-directional path tracing or photon mapping. Recent gradient-domain extensions of MC approaches show great promise; here, gradients of the final image are estimated numerically (instead of the image intensities themselves) with coherent paths generated from a deterministic shift mapping. We extend gradient-domain approaches to light transport simulation based on density estimation. As with previous gradient-domain methods, we detail important considerations that arise when moving from a primal- to gradient-domain estimator. We provide an efficient and straightforward solution to these problems. Our solution supports stochastic progressive density estimation, so it is robust to complex transport effects. We show that gradient-domain photon density estimation converges faster than its primal-domain counterpart, as well as being generally more robust than gradient-domain uni- & bi-directional path tracing for scenes dominated by complex transport.
Binh-Son Hua, Adrien Gruson, Derek Nowrouzezahrai, Toshiya Hachisuka
Comput. Graph. Forum2
2017 A Spatial Target Function for Metropolis Photon Tracing
abstract
The human visual system is sensitive to relative differences in luminance, but light transport simulation algorithms based on Metropolis sampling often result in a highly nonuniform relative error distribution over the rendered image. Although this issue has previously been addressed in the context of the Metropolis light transport algorithm, our work focuses on Metropolis photon tracing. We present a new target function (TF) for Metropolis photon tracing that ensures good stratification of photons leading to pixel estimates with equalized relative error. We develop a hierarchical scheme for progressive construction of the TF from paths sampled during rendering. In addition to the approach taken in previous work, where the TF is defined in the image plane, ours can be associated with compact spatial regions. This allows us to take advantage of illumination coherence to more robustly estimate the TF while adapting to geometry discontinuities. To sample from this TF, we design a new replica exchange Metropolis scheme. We apply our algorithm in progressive photon mapping and show that it often outperforms alternative approaches in terms of image quality by a large margin.
Adrien Gruson, Mickaël Ribardière, Martin Sik, Jirí Vorba, Rémi Cozot, Kadi Bouatouch, Jaroslav Krivánek
ACM Trans. Graph.1
2013 Eye-Centered Color Adaptation in Global Illumination
abstract
Abstract Color adaptation is a well known ability of the human visual system (HVS). Colors are perceived as constant even though the illuminant color changes. Indeed, the perceived color of a diffuse white sheet of paper is still white even though it is illuminated by a single orange tungsten light, whereas it is orange from a physical point of view. Unfortunately global illumination algorithms only focus on the physics aspects of light transport. The ouput of a global illuminantion engine is an image which has to undergo chromatic adaptation to recover the color as perceived by the HVS. In this paper, we propose a new color adaptation method well suited to global illumination. This method estimates the adaptation color by averaging the irradiance color arriving at the eye. Unlike other existing methods, our approach is not limited to the view frustrum, as it considers the illumination from all the scene. Experiments have shown that our method outperforms the state of the art methods.
Adrien Gruson, Mickaël Ribardière, Rémi Cozot
Comput. Graph. Forum1
2013 Visibility-driven progressive volume photon tracing
Charly Collin, Mickaël Ribardière, Adrien Gruson, Rémi Cozot, Sumanta N. Pattanaik, Kadi Bouatouch
Vis. Comput.3