Eric Heitz

dblp:13/8488 · DBLP profile ↗
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14ranked-venue papers
10as first author
1since 2021 · last 2021
0000-0002-9323-3318ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 14 · 10 first-author · 1 since 2021Human-computer interaction and ubiquitous computing · 2 · 2 first-authorArtificial intelligence and machine learning · 1 · 1 first-author · 1 since 2021

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Computer graphics and multimedia
8 papers
Rendering · 80% Visual content generation and editing · 20%
Artificial intelligence
1 paper

Topics — the 16 heaviest of 17, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Rendering › bidirectional reflectance distribution function
microfacet BRDF
0.942017
Microfacet-based normal mapping for robust Monte Carlo path tracing · ACM Trans. Graph. 2017
Multiple-scattering microfacet BSDFs with the Smith model · ACM Trans. Graph. 2016
The SGGX microflake distribution · ACM Trans. Graph. 2015
Rendering
physically based rendering
0.732016
Multiple-scattering microfacet BSDFs with the Smith model · ACM Trans. Graph. 2016
Real-time polygonal-light shading with linearly transformed cosines · ACM Trans. Graph. 2016
The SGGX microflake distribution · ACM Trans. Graph. 2015
Visual content generation and editing › texture synthesis
neural texture synthesis
0.512021
A Sliced Wasserstein Loss for Neural Texture Synthesis · CVPR 2021
Visual content generation and editing
texture synthesis
0.512021
A Sliced Wasserstein Loss for Neural Texture Synthesis · CVPR 2021
Rendering
bidirectional reflectance distribution function
0.312017
Microfacet-based normal mapping for robust Monte Carlo path tracing · ACM Trans. Graph. 2017
Rendering
global illumination
0.312017
A spherical cap preserving parameterization for spherical distributions · ACM Trans. Graph. 2017
Rendering
light transport
0.312017
A spherical cap preserving parameterization for spherical distributions · ACM Trans. Graph. 2017
Rendering › ray tracing
path tracing
0.312017
Microfacet-based normal mapping for robust Monte Carlo path tracing · ACM Trans. Graph. 2017
Rendering
real-time rendering
0.212016
Real-time polygonal-light shading with linearly transformed cosines · ACM Trans. Graph. 2016
Rendering
material appearance
0.212015
The SGGX microflake distribution · ACM Trans. Graph. 2015
Rendering › texture mapping
texture filtering
0.212014
Filtering Non-Linear TransferFunctions on Surfaces · IEEE Trans. Vis. Comput. Graph. 2014
Rendering › texture mapping
displacement mapping
0.212013
Linear efficient antialiased displacement and reflectance mapping · ACM Trans. Graph. 2013
Rendering › appearance modeling
reflectance filtering
0.212013
Linear efficient antialiased displacement and reflectance mapping · ACM Trans. Graph. 2013
Rendering › monte carlo rendering
importance sampling
0.122016
Multiple-scattering microfacet BSDFs with the Smith model · ACM Trans. Graph. 2016
The SGGX microflake distribution · ACM Trans. Graph. 2015
Rendering
monte carlo rendering
0.122016
Multiple-scattering microfacet BSDFs with the Smith model · ACM Trans. Graph. 2016
The SGGX microflake distribution · ACM Trans. Graph. 2015
Rendering
shading
0.112014
Filtering Non-Linear TransferFunctions on Surfaces · IEEE Trans. Vis. Comput. Graph. 2014

Methods — techniques the papers use, named apart from their topics

sliced wasserstein distance · 1.0convolutional neural network · 1.0importance sampling · 0.5monte carlo path tracing · 0.3closed-form integration · 0.3stochastic evaluation · 0.2monte carlo rendering · 0.2analytic integration over spherical polygons · 0.2projected area parameterization · 0.2ellipsoid normal distribution · 0.2
YearPublicationVenuePosition
2021 A Sliced Wasserstein Loss for Neural Texture Synthesis
abstract
We address the problem of computing a textural loss based on the statistics extracted from the feature activations of a convolutional neural network optimized for object recognition (e.g. VGG-19). The underlying mathematical problem is the measure of the distance between two distributions in feature space. The Gram-matrix loss is the ubiquitous approximation for this problem but it is subject to several shortcomings. Our goal is to promote the Sliced Wasserstein Distance as a replacement for it. It is theoretically proven, practical, simple to implement, and achieves results that are visually superior for texture synthesis by optimization or training generative neural networks.
Eric Heitz, Kenneth Vanhoey, Thomas Chambon, Laurent Belcour
CVPR1
2020 Can't Invert the CDF? The Triangle-Cut Parameterization of the Region under the Curve
abstract
Abstract We present an exact, analytic and deterministic method for sampling densities whose Cumulative Distribution Functions (CDFs) cannot be inverted analytically. Indeed, the inverse‐CDF method is often considered the way to go for sampling non‐uniform densities. If the CDF is not analytically invertible, the typical fallback solutions are either approximate, numerical, or non‐deterministic such as acceptance‐rejection. To overcome this problem, we show how to compute an analytic area‐preserving parameterization of the region under the curve of the target density. We use it to generate random points uniformly distributed under the curve of the target density and their abscissae are thus distributed with the target density. Technically, our idea is to use an approximate analytic parameterization whose error can be represented geometrically as a triangle that is simple to cut out. This triangle‐cut parameterization yields exact and analytic solutions to sampling problems that were presumably not analytically resolvable.
Eric Heitz
Comput. Graph. Forum1
2019 Distributing Monte Carlo Errors as a Blue Noise in Screen Space by Permuting Pixel Seeds Between Frames
abstract
Abstract Recent work has shown that distributing Monte Carlo errors as a blue noise in screen space improves the perceptual quality of rendered images. However, obtaining such distributions remains an open problem with high sample counts and high‐dimensional rendering integrals. In this paper, we introduce a temporal algorithm that aims at overcoming these limitations. Our algorithm is applicable whenever multiple frames are rendered, typically for animated sequences or interactive applications. Our algorithm locally permutes the pixel sequences (represented by their seeds) to improve the error distribution across frames. Our approach works regardless of the sample count or the dimensionality and significantly improves the images in low‐varying screen‐space regions under coherent motion. Furthermore, it adds negligible overhead compared to the rendering times. Note: our supplemental material provides more results with interactive comparisons against previous work.
Eric Heitz, Laurent Belcour
Comput. Graph. Forum1
2018 Combining analytic direct illumination and stochastic shadows
abstract
In this paper, we propose a ratio estimator of the direct-illumination equation that allows us to combine analytic illumination techniques with stochastic raytraced shadows while maintaining correctness. Our main contribution is to show that the shadowed illumination can be split into the product of the unshadowed illumination and the illumination-weighted shadow. These terms can be computed separately - possibly using different techniques - without affecting the exactness of the final result given by their product.
Eric Heitz, Stephen Hill, Morgan McGuire
I3D1
2017 A spherical cap preserving parameterization for spherical distributions
abstract
We introduce a novel parameterization for spherical distributions that is based on a point located inside the sphere, which we call a pivot. The pivot serves as the center of a straight-line projection that maps solid angles onto the opposite side of the sphere. By transforming spherical distributions in this way, we derive novel parametric spherical distributions that can be evaluated and importance-sampled from the original distributions using simple, closed-form expressions. Moreover, we prove that if the original distribution can be sampled and/or integrated over a spherical cap, then so can the transformed distribution. We exploit the properties of our parameterization to derive efficient spherical lighting techniques for both real-time and offline rendering. Our techniques are robust, fast, easy to implement, and achieve quality that is superior to previous work.
Jonathan Dupuy, Eric Heitz, Laurent Belcour
ACM Trans. Graph.2
2017 Microfacet-based normal mapping for robust Monte Carlo path tracing
abstract
Normal mapping enhances the amount of visual detail of surfaces by using shading normals that deviate from the geometric normal. However, the resulting surface model is geometrically impossible and normal mapping is thus often considered a fundamentally flawed approach with unavoidable problems for Monte Carlo path tracing, such as asymmetry, back-facing normals, and energy loss arising from this incoherence. These problems are usually sidestepped in real-time renderers, but they cannot be fixed robustly in a path tracer: normal mapping breaks either the appearance (black fringes, energy loss) or the integrator (different forward and backward light transport); in practice, workarounds and tweaked normal maps are often required to hide artifacts. We present microfacet-based normal mapping, an alternative way of faking geometric details without corrupting the robustness of Monte Carlo path tracing. It takes the same input data as classic normal mapping and works with any input BRDF. Our idea is to construct a geometrically valid microfacet surface made of two facets per shading point: the one given by the normal map at the shading point and an additional facet that compensates for it such that the average normal of the microsurface equals the geometric normal. We derive the resulting microfacet BRDF and show that it mimics geometric detail in a plausible way, although it does not replicate the appearance of classic normal mapping. However, our microfacet-based normal mapping model is well-defined, symmetric, and energy conserving, and thus yields identical results with any path tracing algorithm (forward, backward, or bidirectional).
Vincent Schüssler, Eric Heitz, Johannes Hanika, Carsten Dachsbacher
ACM Trans. Graph.2
2016 Real-time polygonal-light shading with linearly transformed cosines
abstract
In this paper, we show that applying a linear transformation---represented by a 3 x 3 matrix---to the direction vectors of a spherical distribution yields another spherical distribution, for which we derive a closed-form expression. With this idea, we can use any spherical distribution as a base shape to create a new family of spherical distributions with parametric roughness, elliptic anisotropy and skewness. If the original distribution has an analytic expression, normalization, integration over spherical polygons, and importance sampling, then these properties are inherited by the linearly transformed distributions. By choosing a clamped cosine for the original distribution we obtain a family of distributions, which we call Linearly Transformed Cosines (LTCs), that provide a good approximation to physically based BRDFs and that can be analytically integrated over arbitrary spherical polygons. We show how to use these properties in a realtime polygonal-light shading application. Our technique is robust, fast, accurate and simple to implement.
Eric Heitz, Jonathan Dupuy, Stephen Hill, David Neubelt
ACM Trans. Graph.1
2016 Multiple-scattering microfacet BSDFs with the Smith model
abstract
Modeling multiple scattering in microfacet theory is considered an important open problem because a non-negligible portion of the energy leaving rough surfaces is due to paths that bounce multiple times. In this paper we derive the missing multiple-scattering components of the popular family of BSDFs based on the Smith microsurface model. Our derivations are based solely on the original assumptions of the Smith model. We validate our BSDFs using raytracing simulations of explicit random Beckmann surfaces. Our main insight is that the microfacet theory for surfaces with the Smith model can be derived as a special case of the microflake theory for volumes, with additional constraints to enforce the presence of a sharp interface, i.e. to transform the volume into a surface. We derive new free-path distributions and phase functions such that plane-parallel scattering from a microvolume with these distributions exactly produces the BSDF based on the Smith microsurface model, but with the addition of higher-order scattering. With this new formulation, we derive multiple-scattering micro-facet BSDFs made of either diffuse, conductive, or dielectric material. Our resulting BSDFs are reciprocal, energy conserving, and support popular anisotropic parametric normal distribution functions such as Beckmann and GGX. While we do not provide closed-form expressions for the BSDFs, they are mathematically well-defined and can be evaluated at arbitrary precision. We show how to practically use them with Monte Carlo physically based rendering algorithms by providing analytic importance sampling and unbiased stochastic evaluation. Our implementation is analytic and does not use per-BSDF precomputed data, which makes our BSDFs usable with textured albedos, roughness, and anisotropy.
Eric Heitz, Johannes Hanika, Eugene d'Eon, Carsten Dachsbacher
ACM Trans. Graph.1
2015 Extracting Microfacet-based BRDF Parameters from Arbitrary Materials with Power Iterations
abstract
Abstract We introduce a novel fitting procedure that takes as input an arbitrary material, possibly anisotropic, and automatically converts it to a microfacet BRDF. Our algorithm is based on the property that the distribution of microfacets may be retrieved by solving an eigenvector problem that is built solely from backscattering samples. We show that the eigenvector associated to the largest eigenvalue is always the only solution to this problem, and compute it using the power iteration method. This approach is straightforward to implement, much faster to compute, and considerably more robust than solutions based on nonlinear optimizations. In addition, we provide simple conversion procedures of our fits into both Beckmann and GGX roughness parameters, and discuss the advantages of microfacet slope space to make our fits editable. We apply our method to measured materials from two large databases that include anisotropic materials, and demonstrate the benefits of spatially varying roughness on texture mapped geometric models.
Jonathan Dupuy, Eric Heitz, Jean-Claude Iehl, Pierre Poulin, Victor Ostromoukhov
Comput. Graph. Forum2
2015 The SGGX microflake distribution
abstract
We introduce the Symmetric GGX (SGGX) distribution to represent spatially-varying properties of anisotropic microflake participating media. Our key theoretical insight is to represent a microflake distribution by the projected area of the microflakes. We use the projected area to parameterize the shape of an ellipsoid, from which we recover a distribution of normals. The representation based on the projected area allows for robust linear interpolation and prefiltering, and thanks to its geometric interpretation, we derive closed form expressions for all operations used in the microflake framework. We also incorporate microflakes with diffuse reflectance in our theoretical framework. This allows us to model the appearance of rough diffuse materials in addition to rough specular materials. Finally, we use the idea of sampling the distribution of visible normals to design a perfect importance sampling technique for our SGGX microflake phase functions. It is analytic, deterministic, simple to implement, and one order of magnitude faster than previous work.
Eric Heitz, Jonathan Dupuy, Cyril Crassin, Carsten Dachsbacher
ACM Trans. Graph.1
2014 Importance Sampling Microfacet-Based BSDFs using the Distribution of Visible Normals
abstract
Abstract We present a new approach to microfacet‐based BSDF importance sampling. Previously proposed sampling schemes for popular analytic BSDFs typically begin by choosing a microfacet normal at random in a way that is independent of direction of incident light. To sample the full BSDF using these normals requires arbitrarily large sample weights leading to possible fireflies. Additionally, at grazing angles nearly half of the sampled normals face away from the incident ray and must be rejected, making the sampling scheme inefficient. Instead, we show how to use the distribution of visible normals directly to generate samples, where normals are weighted by their projection factor toward the incident direction. In this way, no backfacing normals are sampled and the sample weights contain only the shadowing factor of outgoing rays (and additionally a Fresnel term for conductors). Arbitrarily large sample weights are avoided and variance is reduced. Since the BSDF depends on the microsurface model, we describe our sampling algorithm for two models: the V‐cavity and the Smith models. We demonstrate results for both isotropic and anisotropic rough conductors and dielectrics with Beckmann and GGX distributions.
Eric Heitz, Eugene d'Eon
Comput. Graph. Forum1
2014 Filtering Non-Linear TransferFunctions on Surfaces
abstract
Applying non-linear transfer functions and look-up tables to procedural functions (such as noise), surface attributes, or even surface geometry are common strategies used to enhance visual detail. Their simplicity and ability to mimic a wide range of realistic appearances have led to their adoption in many rendering problems. As with any textured or geometric detail, proper filtering is needed to reduce aliasing when viewed across a range of distances, but accurate and efficient transfer function filtering remains an open problem for several reasons: transfer functions are complex and non-linear, especially when mapped through procedural noise and/or geometry-dependent functions, and the effects of perspective and masking further complicate the filtering over a pixel's footprint. We accurately solve this problem by computing and sampling from specialized filtering distributions on the fly, yielding very fast performance. We investigate the case where the transfer function to filter is a color map applied to (macroscale) surface textures (like noise), as well as color maps applied according to (microscale) geometric details. We introduce a novel representation of a (potentially modulated) color map's distribution over pixel footprints using Gaussian statistics and, in the more complex case of high-resolution color mapped microsurface details, our filtering is view- and light-dependent, and capable of correctly handling masking and occlusion effects. Our approach can be generalized to filter other physical-based rendering quantities. We propose an application to shading with irradiance environment maps over large terrains. Our framework is also compatible with the case of transfer functions used to warp surface geometry, as long as the transformations can be represented with Gaussian statistics, leading to proper view- and light-dependent filtering results. Our results match ground truth and our solution is well suited to real-time applications, requires only a few lines of shader code (provided in supplemental material, which can be found on the Computer Society Digital Library at http://doi.ieeecomputersociety.org/10.1109/TVCG.2013.102), is high performance, and has a negligible memory footprint.
Eric Heitz, Derek Nowrouzezahrai, Pierre Poulin, Fabrice Neyret
IEEE Trans. Vis. Comput. Graph.1
2013 Filtering color mapped textures and surfaces
abstract
Color map textures applied directly to surfaces, to geometric microsurface details, or to procedural functions (such as noise), are commonly used to enhance visual detail. Their simplicity and ability to mimic a wide range of realistic appearances have led to their adoption in many rendering problems. As with any textured or geometric detail, proper filtering is needed to reduce aliasing when viewed across a range of distances, but accurate and efficient color map filtering remains an open problem for several reasons: color maps are complex non-linear functions, especially when mapped through procedural noise and/or geometry-dependent functions, and the effects of perspective and masking further complicate the filtering over a pixel's footprint. We accurately solve this problem by computing and sampling from specialized filtering distributions on-the-fly, yielding very fast performance. We filter color map textures applied to (macro-scale) surfaces, as well as color maps applied according to (micro-scale) geometric details. We introduce a novel representation of a (potentially modulated) color map's distribution over pixel footprints using Gaussian statistics and, in the more complex case of high-resolution color mapped microsurface details, our filtering is view- and light-dependent, and capable of correctly handling masking and occlusion effects. Our results match ground truth and our solution is well suited to real-time applications, requires only a few lines of shader code (provided in supplemental material), is high performance, and has a negligible memory footprint.
Eric Heitz, Derek Nowrouzezahrai, Pierre Poulin, Fabrice Neyret
I3D1
2013 Linear efficient antialiased displacement and reflectance mapping
abstract
We present Linear Efficient Antialiased Displacement and Reflectance (LEADR) mapping, a reflectance filtering technique for displacement mapped surfaces. Similarly to LEAN mapping, it employs two mipmapped texture maps, which store the first two moments of the displacement gradients. During rendering, the projection of this data over a pixel is used to compute a noncentered anisotropic Beckmann distribution using only simple, linear filtering operations. The distribution is then injected in a new, physically based, rough surface microfacet BRDF model, that includes masking and shadowing effects for both diffuse and specular reflection under directional, point, and environment lighting. Furthermore, our method is compatible with animation and deformation, making it extremely general and flexible. Combined with an adaptive meshing scheme, LEADR mapping provides the very first seamless and hardware-accelerated multi-resolution representation for surfaces. In order to demonstrate its effectiveness, we render highly detailed production models in real time on a commodity GPU, with quality matching supersampled ground-truth images.
Jonathan Dupuy, Eric Heitz, Jean-Claude Iehl, Pierre Poulin, Fabrice Neyret, Victor Ostromoukhov
ACM Trans. Graph.2