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Boris Raymond

dblp:147/4771 · DBLP profile ↗
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2ranked-venue papers
2as first author
0since 2021 · last 2016
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 2 · 2 first-author

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
1 paper
Rendering · 100%

Topics — the 3 heaviest of 3, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Rendering
global illumination
0.212016
Multi-scale rendering of scratched materials using a structured SV-BRDF model · ACM Trans. Graph. 2016
Rendering › monte carlo rendering
importance sampling
0.212016
Multi-scale rendering of scratched materials using a structured SV-BRDF model · ACM Trans. Graph. 2016
Rendering › bidirectional reflectance distribution function
spatially-varying BRDF
0.212016
Multi-scale rendering of scratched materials using a structured SV-BRDF model · ACM Trans. Graph. 2016

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

linear combination of BRDFs · 0.22d ray tracing · 0.2
YearPublicationVenuePosition
2016 Multi-scale rendering of scratched materials using a structured SV-BRDF model
abstract
We introduce a Spatially-Varying BRDF model tailored to the multi-scale rendering of scratched materials such as metals, plastics or finished woods. Our approach takes advantage of the regular structure of scratch distributions to achieve high performance without compromising visual quality. We provide users with controls over the profile, micro-BRDF, density and orientation of scratches, while updating our material model at interactive rates. The BRDF for a single scratch is simulated using an optimized 2D ray-tracer and compactly stored in a three-component 2D texture. In contrast to existing models, our approach takes into account all interreflections inside a scratch, including Fresnel effects. At render time, the SV-BRDF for the scratch distribution under a pixel or ray footprint is obtained by linear combination of individual scratch BRDFs. We show how to evaluate it using both importance and light sampling, in direct and global illumination settings.
Boris Raymond, Gaël Guennebaud, Pascal Barla
ACM Trans. Graph.1
2014 Optimizing BRDF orientations for the manipulation of anisotropic highlights
abstract
Abstract This paper introduces a system for the direct editing of highlights produced by anisotropic BRDFs, which we call anisotropic highlights. We first provide a comprehensive analysis of the link between the direction of anisotropy and the shape of highlight curves for arbitrary object surfaces. The gained insights provide the required ingredients to infer BRDF orientations from a prescribed highlight tangent field. This amounts to a non‐linear optimization problem, which is solved at interactive framerates during manipulation. Taking inspiration from sculpting software, we provide tools that give the impression of manipulating highlight curves while actually modifying their tangents. Our solver produces desired highlight shapes for a host of lighting environments and anisotropic BRDFs.
Boris Raymond, Gaël Guennebaud, Pascal Barla, Romain Pacanowski, Xavier Granier
Comput. Graph. Forum1