VLDB 2026 Research / reviewers in the wild / expert
Tamy Boubekeur
dblp:16/2388
· DBLP profile ↗
70ranked-venue papers
8as first author
18since 2021 · last 2025
0000-0001-5985-0921ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 70 · 8 first-author · 18 since 2021Artificial intelligence and machine learning · 5 · 1 since 2021Human-computer interaction and ubiquitous computing · 3 · 2 since 2021Applied, interdisciplinary, general and emerging computing · 1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | Lipschitz Pruning: Hierarchical Simplification of Primitive-Based SDFsabstractAbstract Rendering tree‐based analytical Signed Distance Fields (SDFs) through sphere tracing often requires to evaluate many primitives per tracing step, for many steps per pixel of the end image. This cost quickly becomes prohibitive as the number of primitives that constitute the SDF grows. In this paper, we alleviate this cost by computing local pruned trees that are equivalent to the full tree within their region of space while being much faster to evaluate. We introduce an efficient hierarchical tree pruning method based on the Lipschitz property of SDFs, which is compatible with hard and smooth CSG operators. We propose a GPU implementation that enables real‐time sphere tracing of complex SDFs composed of thousands of primitives with dynamic animation. Our pruning technique provides significant speedups for SDF evaluation in general, which we demonstrate on sphere tracing tasks but could also lead to significant improvement for SDF discretization or polygonization. Wilhem Barbier, Mathieu Sanchez, Axel Paris, Élie Michel, Thibaud Lambert, Tamy Boubekeur, Mathias Paulin, Theo Thonat |
Comput. Graph. Forum | 6 |
| 2025 | Triangle Rejection Sampling for Density-Equipped Meshes on GPUabstractAbstract Non‐uniform random point sampling on 3D surfaces offers a powerful framework to capture complex distributions such as fur seeds, scattered geometric instances or light emitter flux. As most other on‐surface signals, practitioners design such distribution by the means of 2D maps, parameterized over the surface, and indicating locally the desired point density that should be synthesized, along with any primitive‐specific attribute such as fiber thickness or instance size. Numerous application scenarios imply large such point sets which would ideally be generated in real‐time to be consumed immediately by downstream applications. We propose a method to distribute such white noise point sets under non‐uniform densities, designed to cope with parallel GPU execution and able to produce, in real time, hundreds of millions of density‐constrained samples over arbitrary 3D triangle meshes. At the core of our method, we introduce a stratified rejection sampling scheme where triangles act as strata, greatly improving the locality of the sampling process, and significantly diminishing the probability of rejecting a sample. Our method relies on a series of simple GPU kernels, introducing a new fast and exact texel‐triangle overlap computation method as well as the notion of unordered cumulative sum. As a result, our approach provides real‐time systems with the ability to tailor, on‐the‐fly, highly dynamic density distributions in the form of procedural or raster maps. We illustrate its application with interactive fur design, geometry instancing, and Monte Carlo light sampling. Jérémie Schertzer, Theo Thonat, Tamy Boubekeur |
Comput. Graph. Forum | 3 |
| 2025 | Evaluating and Sampling Glinty NDFs in Constant TimeabstractGeometric features between the micro and macro scales produce an expressive family of visual effects grouped under the term "glints". Efficiently rendering these effects amounts to finding the highlights caused by the geometry under each pixel. To allow for fast rendering, we represent our faceted geometry as a 4D point process on an implicit multiscale grid, designed to efficiently find the facets most likely to cause a highlight. The facets' normals are generated to match a given micro-facet normal distribution such as Trowbridge-Reitz (GGX) or Beckmann, to which our model converges under increasing surface area. Our method is simple to implement, memory-and-precomputation-free, allows for importance sampling and covers a wide range of different appearances such as anisotropic as well as individually colored particles. We provide a base implementation as a standalone fragment shader. Pauli Kemppinen, Loïs Paulin, Theo Thonat, Jean-Marc Thiery, Jaakko Lehtinen, Tamy Boubekeur |
ACM Trans. Graph. | 6 |
| 2024 | MatUp: Repurposing Image Upsamplers for SVBRDFsabstractAbstract We propose MatUp, an upsampling filter for material super‐resolution. Our method takes as input a low‐resolution SVBRDF and upscales its maps so that their rendering under various lighting conditions fits upsampled renderings inferred in the radiance domain with pre‐trained RGB upsamplers. We formulate our local filter as a compact Multilayer Perceptron (MLP), which acts on a small window of the input SVBRDF and is optimized using a data‐fitting loss defined over upsampled radiance at various locations. This optimization is entirely performed at the scale of a single, independent material. Doing so, MatUpleverages the reconstruction capabilities acquired over large collections of natural images by pre‐trained RGB models and provides regularization over self‐similar structures. In particular, our light‐weight neural filter avoids retraining complex architectures from scratch or accessing any large collection of low/high resolution material pairs – which do not actually exist at the scale RGB upsamplers are trained with. As a result, MatUpprovides fine and coherent details in the upscaled material maps, as shown in the extensive evaluation we provide. Alban Gauthier, Bernhard Kerbl, Jérémy Levallois, Robin Faury, Jean-Marc Thiery, Tamy Boubekeur |
Comput. Graph. Forum | 6 |
| 2024 | A Survey on Cage-based Deformation of 3D ModelsabstractAbstract Interactive deformation via control handles is essential in computer graphics for the modeling of 3D geometry. Deformation control structures include lattices for free‐form deformation and skeletons for character articulation, but this report focuses on cage‐based deformation. Cages for deformation control are coarse polygonal meshes that encase the to‐be‐deformed geometry, enabling high‐resolution deformation. Cage‐based deformation enables users to quickly manipulate 3D geometry by deforming the cage. Due to their utility, cage‐based deformation techniques increasingly appear in many geometry modeling applications. For this reason, the computer graphics community has invested a great deal of effort in the past decade and beyond into improving automatic cage generation and cage‐based deformation. Recent advances have significantly extended the practical capabilities of cage‐based deformation methods. As a result, there is a large body of research on cage‐based deformation. In this report, we provide a comprehensive overview of the current state of the art in cage‐based deformation of 3D geometry. We discuss current methods in terms of deformation quality, practicality, and precomputation demands. In addition, we highlight potential future research directions that overcome current issues and extend the set of practical applications. In conjunction with this survey, we publish an application to unify the most relevant deformation methods. Our report is intended for computer graphics researchers, developers of interactive geometry modeling applications, and 3D modeling and character animation artists. Daniel Ströter, Jean-Marc Thiery, Kai Hormann, Jiong Chen 0001, Qingjun Chang, Sebastian Besler, Johannes Sebastian Mueller-Roemer, Tamy Boubekeur, André Stork, Dieter W. Fellner |
Comput. Graph. Forum | 8 |
| 2024 | ControlMat: A Controlled Generative Approach to Material CaptureabstractMaterial reconstruction from a photograph is a key component of 3D content creation democratization. We propose to formulate this ill-posed problem as a controlled synthesis one, leveraging the recent progress in generative deep networks. We present ControlMat, a method which, given a single photograph with uncontrolled illumination as input, conditions a diffusion model to generate plausible, tileable, high-resolution physically-based digital materials. We carefully analyze the behavior of diffusion models for multi-channel outputs, adapt the sampling process to fuse multi-scale information and introduce rolled diffusion to enable both tileability and patched diffusion for high-resolution outputs. Our generative approach further permits exploration of a variety of materials that could correspond to the input image, mitigating the unknown lighting conditions. We show that our approach outperforms recent inference and latent-space optimization methods, and we carefully validate our diffusion process design choices. 1 Giuseppe Vecchio, Rosalie Martin, Arthur Roullier, Adrien Kaiser, Romain Rouffet, Valentin Deschaintre, Tamy Boubekeur |
ACM Trans. Graph. | 7 |
| 2023 | RMIP: Displacement ray tracing via inversion and oblong boundingabstractHigh-performance ray tracing of triangle meshes equipped with displacement maps is a challenging task. Existing methods either rely on pre-tessellation, taking full advantage of the hardware but with a poor memory/quality tradeoff, or use custom displacement-centric acceleration structures, preserving all the geometric details but being orders of magnitude slower. We introduce a method that efficiently probes the displacement-map space to find ray-surface intersections without relying on pre-tessellation. Our method combines inverse displacement mapping and on-the-fly surface-bound computation. It employs a novel data structure that provides tight displacement bounds over rectangular regions in the displacement-map space. We demonstrate the effectiveness of our approach in a production GPU path tracer. It can achieve over an order of magnitude speed-up in render time compared to state of the art in the most challenging real-time path-tracing scenarios, while maintaining a low memory footprint. Theo Thonat, Iliyan Georgiev, François Beaune, Tamy Boubekeur |
SIGGRAPH Asia | 4 |
| 2023 | The Visual Language of FabricsabstractWe introduce text2fabric, a novel dataset that links free-text descriptions to various fabric materials. The dataset comprises 15,000 natural language descriptions associated to 3,000 corresponding images of fabric materials. Traditionally, material descriptions come in the form of tags/keywords, which limits their expressivity, induces pre-existing knowledge of the appropriate vocabulary, and ultimately leads to a chopped description system. Therefore, we study the use of free-text as a more appropriate way to describe material appearance, taking the use case of fabrics as a common item that non-experts may often deal with. Based on the analysis of the dataset, we identify a compact lexicon, set of attributes and key structure that emerge from the descriptions. This allows us to accurately understand how people describe fabrics and draw directions for generalization to other types of materials. We also show that our dataset enables specializing large vision-language models such as CLIP, creating a meaningful latent space for fabric appearance, and significantly improving applications such as fine-grained material retrieval and automatic captioning. Valentin Deschaintre, Julia Guerrero-Viu, Diego Gutierrez, Tamy Boubekeur, Belén Masiá |
ACM Trans. Graph. | 4 |
| 2022 | Green Coordinates for Triquad Cages in 3DabstractWe introduce Green coordinates for triquad cages in 3D. Based on Green’s third identity, Green coordinates allow defining the harmonic deformation of a 3D point inside a cage as a linear combination of its vertices and face normals. Using appropriate Neumann boundary conditions, the resulting deformations are quasi-conformal in 3D, and thus best-preserve the local deformed geometry, in that volumetric conformal 3D deformations do not exist unless rigid. Most coordinate systems use cages made of triangles, yet quads are in general favored by artists as those align naturally onto important geometric features of the 3D shapes, such as the limbs of a character, without introducing arbitrary asymmetric deformations and representation. While triangle cages admit per-face constant normals and result in a single Green normal-coordinate per triangle, the case of quad cages is at the same time more involved (as the normal varies along non-planar quads) and more flexible (as many different mathematical models allow defining the smooth geometry of a quad interpolating its four edges). We consider bilinear quads, and we introduce a new Neumann boundary condition resulting in a simple set of four additional normal-coordinates per quad. Our coordinates remain quasi-conformal in 3D, and we demonstrate their superior behavior under non-trivial deformations of realistic triquad cages. Jean-Marc Thiery, Tamy Boubekeur |
SIGGRAPH Asia | 2 |
| 2022 | MaterIA: Single Image High-Resolution Material Capture in the WildabstractAbstract We propose a hybrid method to reconstruct a physically‐based spatially varying BRDF from a single high resolution picture of an outdoor surface captured under natural lighting conditions with any kind of camera device. Relying on both deep learning and explicit processing, our PBR material acquisition handles the removal of shades, projected shadows and specular highlights present when capturing a highly irregular surface and enables to properly retrieve the underlying geometry. To achieve this, we train two cascaded U‐Nets on physically‐based materials, rendered under various lighting conditions, to infer the spatially‐varying albedo and normal maps. Our network processes relatively small image tiles (512 × 512pixels) and we propose a solution to handle larger image resolutions by solving a Poisson system across these tiles. We complete this pipeline with analytical solutions to reconstruct height, roughness and ambient occlusion. Rosalie Martin, Arthur Roullier, Romain Rouffet, Adrien Kaiser, Tamy Boubekeur |
Comput. Graph. Forum | 5 |
| 2022 | Fiblets for Real-Time Rendering of Massive Brain TractogramsabstractAbstract We present a method to render massive brain tractograms in real time. Tractograms model the white matter architecture of the human brain using millions of 3D polylines (fibers), summing up to billions of segments. They are used by neurosurgeons before surgery as well as by researchers to better understand the brain. A typical raw dataset for a single brain represents dozens of gigabytes of data, preventing their interactive rendering. We address this challenge with a new GPU mesh shader pipeline based on a decomposition of the fiber set into compressed local representations that we call fiblets. Their spatial coherence is used at runtime to efficiently cull hidden geometry at the task shader stage while synthesizing the visible ones as polyline meshlets in a warp‐scale parallel fashion at the mesh shader stage. As a result, our pipeline can feed a standard deferred shading engine to visualize the mesostructures of the brain with various classical rendering techniques, as well as simple interaction primitives. We demonstrate that our algorithm provides real‐time framerates on very large tractograms that were out of reach for previous methods while offering a fiber‐level granularity in both rendering and interaction. Jérémie Schertzer, Corentin Mercier, Sylvain Rousseau 0002, Tamy Boubekeur |
Comput. Graph. Forum | 4 |
| 2022 | MIPNet: Neural Normal-to-Anisotropic-Roughness MIP MappingabstractWe present MIPNet, a novel approach for SVBRDF mipmapping which preserves material appearance under varying view distances and lighting conditions. As in classical mipmapping, our method explicitly encodes the multiscale appearance of materials in a SVBRDF mipmap pyramid. To do so, we use a tensor-based representation, coping with gradient-based optimization, for encoding anisotropy which is compatible with existing real-time rendering engines. Instead of relying on a simple texture patch average for each channel independently, we propose a cascaded architecture of multilayer perceptrons to approximate the material appearance using only the fixed material channels. Our neural model learns simple mipmapping filters using a differentiable rendering pipeline based on a rendering loss and is able to transfer signal from normal to anisotropic roughness. As a result, we obtain a drop-in replacement for standard material mipmapping, offering a significant improvement in appearance preservation while still boiling down to a single per-pixel mipmap texture fetch. We report extensive experiments on two distinct BRDF models. Alban Gauthier, Robin Faury, Jérémy Levallois, Theo Thonat, Jean-Marc Thiery, Tamy Boubekeur |
ACM Trans. Graph. | 6 |
| 2022 | MatFormer: a generative model for procedural materialsabstractProcedural material graphs are a compact, parameteric, and resolution-independent representation that are a popular choice for material authoring. However, designing procedural materials requires significant expertise and publicly accessible libraries contain only a few thousand such graphs. We present MatFormer, a generative model that can produce a diverse set of high-quality procedural materials with complex spatial patterns and appearance. While procedural materials can be modeled as directed (operation) graphs, they contain arbitrary numbers of heterogeneous nodes with unstructured, often long-range node connections, and functional constraints on node parameters and connections. MatFormer addresses these challenges with a multi-stage transformer-based model that sequentially generates nodes, node parameters, and edges, while ensuring the semantic validity of the graph. In addition to generation, MatFormer can be used for the auto-completion and exploration of partial material graphs. We qualitatively and quantitatively demonstrate that our method outperforms alternative approaches, in both generated graph and material quality. Paul Guerrero 0001, Milos Hasan, Kalyan Sunkavalli, Radomír Mech, Tamy Boubekeur, Niloy J. Mitra |
ACM Trans. Graph. | 5 |
| 2022 | Moving level-of-detail surfacesabstractWe present a simple, fast, and smooth scheme to approximate Algebraic Point Set Surfaces using non-compact kernels, which is particularly suited for filtering and reconstructing point sets presenting large missing parts. Our key idea is to consider a moving level-of-detail of the input point set which is adaptive w.r.t. to the evaluation location, just such as the samples weights are output sensitive in the traditional moving least squares scheme. We also introduce an adaptive progressive octree refinement scheme, driven by the resulting implicit surface, to properly capture the modeled geometry even far away from the input samples. Similarly to typical compactly-supported approximations, our operator runs in logarithmic time while defining high quality surfaces even on challenging inputs for which only global optimizations achieve reasonable results. We demonstrate our technique on a variety of point sets featuring geometric noise as well as large holes. Corentin Mercier, Thibault Lescoat, Pierre Roussillon, Tamy Boubekeur, Jean-Marc Thiery |
ACM Trans. Graph. | 4 |
| 2021 | CPFN: Cascaded Primitive Fitting Networks for High-Resolution Point CloudsabstractRepresenting human-made objects as a collection of base primitives has a long history in computer vision and reverse engineering. In the case of high-resolution point cloud scans, the challenge is to be able to detect both large primitives as well as those explaining the detailed parts. While the classical RANSAC approach requires case-specific parameter tuning, state-of-the-art networks are limited by memory consumption of their backbone modules such as PointNet++ [27], and hence fail to detect the fine-scale primitives. We present Cascaded Primitive Fitting Networks (CPFN) that relies on an adaptive patch sampling network to assemble detection results of global and local primitive detection networks. As a key enabler, we present a merging formulation that dynamically aggregates the primitives across global and local scales. Our evaluation demonstrates that CPFN improves the state-of-the-art SPFN performance by 13 − 14% on high-resolution point cloud datasets and specifically improves the detection of fine-scale primitives by 20 − 22%. Our code is available at: https://github.com/erictuanle/CPFN Eric-Tuan Le, Minhyuk Sung, Duygu Ceylan, Radomír Mech, Tamy Boubekeur, Niloy J. Mitra |
ICCV | 5 |
| 2021 | Progressive Discrete Domains for Implicit Surface ReconstructionabstractAbstract Many global implicit surface reconstruction algorithms formulate the problem as a volumetric energy minimization, trading data fitting for geometric regularization. As a result, the output surfaces may be located arbitrarily far away from the input samples. This is amplified when considering i) strong regularization terms, ii) sparsely distributed samples or iii) missing data. This breaks the strong assumption commonly used by popular octree‐based and triangulation‐based approaches that the output surface should be located near the input samples. As these approaches refine during a pre‐process, their cells near the input samples, the implicit solver deals with a domain discretization not fully adapted to the final isosurface. We relax this assumption and propose a progressive coarse‐to‐fine approach that jointly refines the implicit function and its representation domain, through iterating solver, optimization and refinement steps applied to a 3D Delaunay triangulation. There are several advantages to this approach: the discretized domain is adapted near the isosurface and optimized to improve both the solver conditioning and the quality of the output surface mesh contoured via marching tetrahedra. Pierre Alliez, Tamy Boubekeur, Laurent Busé, Jean-Marc Thiery |
Comput. Graph. Forum | 3 |
| 2021 | DAG amendment for inverse control of parametric shapesabstractParametric shapes model objects as programs producing a geometry based on a few semantic degrees of freedom, called hyper-parameters. These shapes are the typical output of non-destructive modeling, CAD modeling or rigging. However they suffer from the core issue of being manipulated only indirectly, through a series of values rather than the geometry itself. In this paper, we introduce an amendment process of the underlying direct acyclic graph (DAG) of a parametric shape. This amendment enables a local differentiation of the shape w.r.t. its hyper-parameters that we leverage to provide interactive direct manipulation of the output. By acting on the shape synthesis process itself, our method is agnostic to the variations of the connectivity and topology that may occur in its output while changing the input hyper-parameters. Furthermore, our method is oblivious to the internal logic of the DAG nodes. We illustrate our approach on a collection of examples combining the typical nodes found in modern parametric modeling packages - such as deformation, booleans and surfacing operators - for which our method provides the user with inverse control over the hyper-parameters through a brush stroke metaphor. Élie Michel, Tamy Boubekeur |
ACM Trans. Graph. | 2 |
| 2021 | Tessellation-free displacement mapping for ray tracingabstractDisplacement mapping is a powerful mechanism for adding fine to medium geometric details over a 3D surface using a 2D map encoding them. While GPU rasterization supports it through the hardware tessellation unit, ray tracing surface meshes textured with high quality displacement requires a significant amount of memory. More precisely, the input surface needs to be pre-tessellated at the displacement map resolution before being enriched with its mandatory acceleration data structure. Consequently, designing displacement maps interactively while enjoying a full physically-based rendering is often impossible, as simply tiling multiple times the map quickly saturates the graphics memory. In this work we introduce a new tessellation-free displacement mapping approach for ray tracing. Our key insight is to decouple the displacement from its base domain by mapping a displacement-specific acceleration structures directly on the mesh. As a result, our method shows low memory footprint and fast high resolution displacement rendering, making interactive displacement editing possible. Theo Thonat, François Beaune, Xin Sun 0014, Nathan Carr 0001, Tamy Boubekeur |
ACM Trans. Graph. | 5 |
| 2020 | Learning Generative Models of Shape HandlesabstractWe present a generative model to synthesize 3D shapes as sets of handles -- lightweight proxies that approximate the original 3D shape -- for applications in interactive editing, shape parsing, and building compact 3D representations. Our model can generate handle sets with varying cardinality and different types of handles. Key to our approach is a deep architecture that predicts both the parameters and existence of shape handles and a novel similarity measure that can easily accommodate different types of handles, such as cuboids or sphere-meshes. We leverage the recent advances in semantic 3D annotation as well as automatic shape summarization techniques to supervise our approach. We show that the resulting shape representations are not only intuitive, but achieve superior quality than previous state-of-the-art. Finally, we demonstrate how our method can be used in applications such as interactive shape editing and completion, leveraging the latent space learned by our model to guide these tasks. Matheus Gadelha, Giorgio Gori, Duygu Ceylan, Radomír Mech, Nathan Carr 0001, Tamy Boubekeur, Rui Wang 0003, Subhransu Maji |
CVPR | 6 |
| 2020 | Real-Time Deformation with Coupled Cages and SkeletonsabstractAbstract Skeleton‐based and cage‐based deformation techniques represent the two most popular approaches to control real‐time deformations of digital shapes and are, to a vast extent, complementary to one another. Despite their complementary roles, high‐end modelling packages do not allow for seamless integration of such control structures, thus inducing a considerable burden on the user to maintain them synchronized. In this paper, we propose a framework that seamlessly combines rigging skeletons and deformation cages, granting artists with a real‐time deformation system that operates using any smooth combination of the two approaches. By coupling the deformation spaces of cages and skeletons, we access a much larger space, containing poses that are impossible to obtain by acting solely on a skeleton or a cage. Our method is oblivious to the specific techniques used to perform skinning and cage‐based deformation, securing it compatible with pre‐existing tools. We demonstrate the usefulness of our hybrid approach on a variety of examples. Fabrizio Corda, Jean-Marc Thiery, Marco Livesu, Enrico Puppo, Tamy Boubekeur, Riccardo Scateni |
Comput. Graph. Forum | 5 |
| 2020 | Spectral Mesh SimplificationabstractAbstract The spectrum of the Laplace‐Beltrami operator is instrumental for a number of geometric modeling applications, from processing to analysis. Recently, multiple methods were developed to retrieve an approximation of a shape that preserves its eigenvectors as much as possible, but these techniques output a subset of input points with no connectivity, which limits their potential applications. Furthermore, the obtained Laplacian results from an optimization procedure, implying its storage alongside the selected points. Focusing on keeping a mesh instead of an operator would allow to retrieve the latter using the standard cotangent formulation, enabling easier processing afterwards. Instead, we propose to simplify the input mesh using a spectrum‐preserving mesh decimation scheme, so that the Laplacian computed on the simplified mesh is spectrally close to the one of the input mesh. We illustrate the benefit of our approach for quickly approximating spectral distances and functional maps on low resolution proxies of potentially high resolution input meshes. Thibault Lescoat, Hsueh-Ti Derek Liu, Jean-Marc Thiery, Alec Jacobson, Tamy Boubekeur, Maks Ovsjanikov |
Comput. Graph. Forum | 5 |
| 2020 | Real Time Multiscale Rendering of Dense Dynamic StackingsabstractAbstract Dense dynamic aggregates of similar elements are frequent in natural phenomena and challenging to render under full real time constraints. The optimal representation to render them changes drastically depending on the distance at which they are observed, ranging from sets of detailed textured meshes for near views to point clouds for distant ones. Our multiscale representation use impostors to achieve the mid‐range transition from mesh‐based to point‐based scales. To ensure a visual continuum, the impostor model should match as closely as possible the mesh on one side, and reduce to a single pixel response that equals point rendering on the other. In this paper, we propose a model based on rich spherical impostors, able to combine precomputed as well as dynamic procedural data, and offering seamless transitions from close instanced meshes to distant points. Our approach is architectured around an on‐the‐fly discrimination mechanism and intensively exploits the rough spherical geometry of the impostor proxy. In particular, we propose a new sampling mechanism to reconstruct novel views from the precomputed ones, together with a new conservative occlusion culling method, coupled with a two‐pass rendering pipeline leveraging early‐Z rejection. As a result, our system scales well and is even able to render sand, while supporting completely dynamic stackings. Élie Michel, Tamy Boubekeur |
Comput. Graph. Forum | 2 |
| 2020 | Match: differentiable material graphs for procedural material captureabstractWe present MATch , a method to automatically convert photographs of material samples into production-grade procedural material models. At the core of MATch is a new library DiffMat that provides differentiable building blocks for constructing procedural materials, and automatic translation of large-scale procedural models, with hundreds to thousands of node parameters, into differentiable node graphs. Combining these translated node graphs with a rendering layer yields an end-to-end differentiable pipeline that maps node graph parameters to rendered images. This facilitates the use of gradient-based optimization to estimate the parameters such that the resulting material, when rendered, matches the target image appearance, as quantified by a style transfer loss. In addition, we propose a deep neural feature-based graph selection and parameter initialization method that efficiently scales to a large number of procedural graphs. We evaluate our method on both rendered synthetic materials and real materials captured as flash photographs. We demonstrate that MATch can reconstruct more accurate, general, and complex procedural materials compared to the state-of-the-art. Moreover, by producing a procedural output, we unlock capabilities such as constructing arbitrary-resolution material maps and parametrically editing the material appearance. Liang Shi 0003, Beichen Li 0005, Milos Hasan, Kalyan Sunkavalli, Tamy Boubekeur, Radomír Mech, Wojciech Matusik |
ACM Trans. Graph. | 5 |
| 2019 | A Survey of Simple Geometric Primitives Detection Methods for Captured 3D DataabstractAbstract The amount of captured 3D data is continuously increasing, with the democratization of consumer depth cameras, the development of modern multi‐view stereo capture setups and the rise of single‐view 3D capture based on machine learning. The analysis and representation of this ever growing volume of 3D data, often corrupted with acquisition noise and reconstruction artefacts, is a serious challenge at the frontier between computer graphics and computer vision. To that end, segmentation and optimization are crucial analysis components of the shape abstraction process, which can themselves be greatly simplified when performed on lightened geometric formats. In this survey, we review the algorithms which extract simple geometric primitives from raw dense 3D data. After giving an introduction to these techniques, from the acquisition modality to the underlying theoretical concepts, we propose an application‐oriented characterization, designed to help select an appropriate method based on one's application needs and compare recent approaches. We conclude by giving hints for how to evaluate these methods and a set of research challenges to be explored. Adrien Kaiser, José Alonso Ybáñez Zepeda, Tamy Boubekeur |
Comput. Graph. Forum | 3 |
| 2019 | Filtered Quadrics for High-Speed Geometry Smoothing and ClusteringabstractAbstract Modern 3D capture pipelines produce dense surface meshes at high speed, which challenge geometric operators to process such massive data on‐the‐fly. In particular, aiming at instantaneous feature‐preserving smoothing and clustering disqualifies global variational optimizers and one usually relies on high‐performance parallel kernels based on simple measures performed on the positions and normal vectors associated with the surface vertices. Although these operators are effective on small supports, they fail at properly capturing larger scale surface structures. To cope with this problem, we propose to enrich the surface representation with filtered quadrics, a compact and discriminating range space to guide processing. Compared to normal‐based approaches, this additional vertex attribute significantly improves feature preservation for fast bilateral filtering and mode‐seeking clustering, while exhibiting a linear memory cost in the number of vertices and retaining the simplicity of convolutional filters. In particular, the overall performance of our approach stems from its natural compatibility with modern fine‐grained parallel computing architectures such as graphics processor units (GPU). As a result, filtered quadrics offer a superior ability to handle a broad spectrum of frequencies and preserve large salient structures, delivering meshes on‐the‐fly for interactive and streaming applications, as well as quickly processing large data collections, instrumental in learning‐based geometry analysis. Hélène Legrand, Jean-Marc Thiery, Tamy Boubekeur |
Comput. Graph. Forum | 3 |
| 2019 | High Dynamic Range Point Clouds for Real-Time RelightingabstractAbstract Acquired 3D point clouds make possible quick modeling of virtual scenes from the real world. With modern 3D capture pipelines, each point sample often comes with additional attributes such as normal vector and color response. Although rendering and processing such data has been extensively studied, little attention has been devoted using the light transport hidden in the recorded per‐sample color response to relight virtual objects in visual effects (VFX) look‐dev or augmented reality (AR) scenarios. Typically, standard relighting environment exploits global environment maps together with a collection of local light probes to reflect the light mood of the real scene on the virtual object. We propose instead a unified spatial approximation of the radiance and visibility relationships present in the scene, in the form of a colored point cloud. To do so, our method relies on two core components: High Dynamic Range (HDR) expansion and real‐time Point‐Based Global Illumination (PBGI). First, since an acquired color point cloud typically comes in Low Dynamic Range (LDR) format, we boost it using a single HDR photo exemplar of the captured scene that can cover part of it. We perform this expansion efficiently by first expanding the dynamic range of a set of renderings of the point cloud and then projecting these renderings on the original cloud. At this stage, we propagate the expansion to the regions not covered by the renderings or with low‐quality dynamic range by solving a Poisson system. Then, at rendering time, we use the resulting HDR point cloud to relight virtual objects, providing a diffuse model of the indirect illumination propagated by the environment. To do so, we design a PBGI algorithm that exploits the GPU's geometry shader stage as well as a new mipmapping operator, tailored for G‐buffers, to achieve real‐time performances. As a result, our method can effectively relight virtual objects exhibiting diffuse and glossy physically‐based materials in real time. Furthermore, it accounts for the spatial embedding of the object within the 3D environment. We evaluate our approach on manufactured scenes to assess the error introduced at every step from the perfect ground truth. We also report experiments with real captured data, covering a range of capture technologies, from active scanning to multiview stereo reconstruction. Manuele Sabbadin, Gianpaolo Palma, Francesco Banterle, Tamy Boubekeur, Paolo Cignoni |
Comput. Graph. Forum | 4 |
| 2019 | Gaussian-product subdivision surfacesabstractProbabilistic distribution models like Gaussian mixtures have shown great potential for improving both the quality and speed of several geometric operators. This is largely due to their ability to model large fuzzy data using only a reduced set of atomic distributions, allowing for large compression rates at minimal information loss. We introduce a new surface model that utilizes these qualities of Gaussian mixtures for the definition and control of a parametric smooth surface. Our approach is based on an enriched mesh data structure, which describes the probability distribution of spatial surface locations around each vertex via a Gaussian covariance matrix. By incorporating this additional covariance information, we show how to define a smooth surface via a nonlinear probabilistic subdivision operator based on products of Gaussians, which is able to capture rich details at fixed control mesh resolution. This entails new applications in surface reconstruction, modeling, and geometric compression. Reinhold Preiner, Tamy Boubekeur, Michael Wimmer 0001 |
ACM Trans. Graph. | 2 |
| 2018 | Proxy Clouds for Live RGB-D Stream Processing and Consolidation
Adrien Kaiser, José Alonso Ybáñez Zepeda, Tamy Boubekeur |
ECCV (6) | 3 |
| 2018 | Vectorized point based global illumination on Intel MIC architecture
Beibei Wang 0002, Lu Wang 0007, Yanning Xu, Tamy Boubekeur |
Comput. Graph. | 5 |
| 2018 | A Survey on Data-driven Dictionary-based Methods for 3D ModelingabstractAbstract Dictionaries are very useful objects for data analysis, as they enable a compact representation of large sets of objects through the combination of atoms. Dictionary‐based techniques have also particularly benefited from the recent advances in machine learning, which has allowed for data‐driven algorithms to take advantage of the redundancy in the input dataset and discover relations between objects without human supervision or hard‐coded rules. Despite the success of dictionary‐based techniques on a wide range of tasks in geometric modeling and geometry processing, the literature is missing a principled state‐of‐the‐art of the current knowledge in this field. To fill this gap, we provide in this survey an overview of data‐driven dictionary‐based methods in geometric modeling. We structure our discussion by application domain: surface reconstruction, compression, and synthesis. Contrary to previous surveys, we place special emphasis on dictionary‐based methods suitable for 3D data synthesis, with applications in geometric modeling and design. Our ultimate goal is to enlight the fact that these techniques can be used to combine the data‐driven paradigm with design intent to synthesize new plausible objects with minimal human intervention. This is the main motivation to restrict the scope of the present survey to techniques handling point clouds and meshes, making use of dictionaries whose definition depends on the input data, and enabling shape reconstruction or synthesis through the combination of atoms. Thibault Lescoat, Maks Ovsjanikov, Pooran Memari, Jean-Marc Thiery, Tamy Boubekeur |
Comput. Graph. Forum | 5 |
| 2018 | Mean value coordinates for quad cages in 3DabstractSpace coordinates offer an elegant, scalable and versatile framework to propagate (multi-)scalar functions from the boundary vertices of a 3-manifold, often called a cage , within its volume. These generalizations of the barycentric coordinate system have progressively expanded the range of eligible cages to triangle and planar polygon surface meshes with arbitrary topology, concave regions and a spatially-varying sampling ratio, while preserving a smooth diffusion of the prescribed on-surface functions. In spite of their potential for major computer graphics applications such as freeform deformation or volume texturing, current space coordinate systems have only found a moderate impact in applications. This follows from the constraint of having only triangles in the cage most of the time, while many application scenarios favor arbitrary (non-planar) quad meshes for their ability to align the surface structure with features and to naturally cope with anisotropic sampling. In order to use space coordinates with arbitrary quad cages currently, one must triangulate them, which results in large propagation distortion. Instead, we propose a generalization of a popular coordinate system - Mean Value Coordinates - to quad and tri-quad cages, bridging the gap between high-quality coarse meshing and volume diffusion through space coordinates. Our method can process non-planar quads, comes with a closed-form solution free from global optimization and reproduces the expected behavior of Mean Value Coordinates, namely smoothness within the cage volume and continuity everywhere. As a result, we show how these coordinates compare favorably to classical space coordinates on triangulated quad cages, in particular for freeform deformation. Jean-Marc Thiery, Pooran Memari, Tamy Boubekeur |
ACM Trans. Graph. | 3 |
| 2017 | Unsharp masking geometry improves 3D prints
Philipp Herholz, Tamy Boubekeur, Marc Alexa |
Comput. Graph. | 3 |
| 2017 | Bayesian Collaborative Denoising for Monte Carlo RenderingabstractAbstract The stochastic nature of Monte Carlo rendering algorithms inherently produces noisy images. Essentially, three approaches have been developed to solve this issue: improving the ray‐tracing strategies to reduce pixel variance, providing adaptive sampling by increasing the number of rays in regions needing so, and filtering the noisy image as a post‐process. Although the algorithms from the latter category introduce bias, they remain highly attractive as they quickly improve the visual quality of the images, are compatible with all sorts of rendering effects, have a low computational cost and, for some of them, avoid deep modifications of the rendering engine. In this paper, we build upon recent advances in both non‐local and collaborative filtering methods to propose a new efficient denoising operator for Monte Carlo rendering. Starting from the local statistics which emanate from the pixels sample distribution, we enrich the image with local covariance measures and introduce a nonlocal bayesian filter which is specifically designed to address the noise stemming from Monte Carlo rendering. The resulting algorithm only requires the rendering engine to provide for each pixel a histogram and a covariance matrix of its color samples. Compared to state‐of‐the‐art sample‐based methods, we obtain improved denoising results, especially in dark areas, with a large increase in speed and more robustness with respect to the main parameter of the algorithm. We provide a detailed mathematical exposition of our bayesian approach, discuss extensions to multiscale execution, adaptive sampling and animated scenes, and experimentally validate it on a collection of scenes. Malik Boughida, Tamy Boubekeur |
Comput. Graph. Forum | 2 |
| 2017 | Bounding proxies for shape approximationabstractMany computer graphics applications use simpler yet faithful approximations of complex shapes to conduct reliably part of their computations. Some tasks, such as physical simulation, collision detection, occlusion queries or free-form deformation, require the simpler proxy to strictly enclose the input shape. While there are algorithms that can output such bounding proxies on simple input shapes, most of them fail at generating a proper coarse approximant on real-world complex shapes, which may contain multiple components and have a high genus. We advocate that, before reducing the number of primitives to describe a shape, one needs to regularize it while maintaining the strict enclosing property, to avoid any geometric aliasing that makes the decimation unreliable. Depending on the scale of the desired approximation, the topology of the shape itself may indeed have to be first simplified, to let the subsequent geometric optimization be free from topological locks. We propose a new bounding shape approximation algorithm which takes as input an arbitrary surface mesh, with potentially complex multi-component structures, and generates automatically a bounding proxy which is tightened on the input and can match even the coarsest levels of approximation. To sustain the nonlinear approximation process that may eventually abstract both geometry and topology, we propose to use an intermediate regularized representation in the form of a shape closing, computed in real time using a new fast morphological framework designed for efficient parallel execution. Once the desired level of approximation is reached in the shape closing, a coarse, tight and bounding polygonization of the proxy geometry is extracted using an adaptive meshing scheme. Our underlying representation is both geometry- and topology-adaptive and can be optionally controlled accurately by a user, through sizing and orientation fields, yielding an intuitive brush metaphor within an interactive proxy design environment. We provide extensive experiments on various kinds of input meshes and illustrate the potential applications of our method in scenarios that benefit greatly from coarse, tight bounding substitutes to the actual high resolution geometry of the original 3D model, including freeform deformation, physical simulation and level of detail generation for rendering. Stéphane Calderon, Tamy Boubekeur |
ACM Trans. Graph. | 2 |
| 2017 | Extended LazyNav: Virtual 3D Ground Navigation for Large Displays and Head-Mounted DisplaysabstractThis paper presents the extended work on LazyNav, a head-free, eyes-free and hands-free mid-air ground navigation control model presented at the IEEE 3D User Interfaces (3DUI) 2015, in particular with a new application to the head-mounted display (HMD). Our mid-air interaction metaphor makes use of only a single pair of the remaining tracked body elements to tailor the navigation. Therefore, the user can navigate in the scene while still being able to perform other interactions with her hands and head, e.g., carrying a bag, grasping a cup of coffee, or observing the content by moving her eyes and locally rotating her head. We design several body motions for navigation by considering the use of non-critical body parts and develop assumptions about ground navigation techniques. Through the user studies, we investigate the motions that are easy to discover, easy to control, socially acceptable, accurate and not tiring. Finally, we evaluate the desired ground navigation features with a prototype application in both a large display (LD) and a HMD navigation scenarios. We highlight several recommendations for designing a particular mid-air ground navigation technique for a LD and a HMD. Parinya Punpongsanon, Emilie Guy, Daisuke Iwai, Kosuke Sato, Tamy Boubekeur |
IEEE Trans. Vis. Comput. Graph. | 5 |
| 2016 | A stochastic and scalable approach for real-time global illuminationabstractLight transport simulation is an important component of realistic image synthesis. The body of research work related to this phenomenon is referred as global illumination and, despite its well known physics laws, remains a challenging problem due to its high computational cost, with even more critical consequences for real-time scenarios. We present here a novel approach to address the real-time global illumination problem using forward rendering techniques. We focus on unshadowed diffuse interaction for the first indirect light bounce in the context of large models such as the complex scenes usually encountered in CAD application scenarios. We propose an approach, inspired from light cuts [Walter et al. 2005], which efficiently generates on-the-fly a fast, multiscale and temporally coherent radiance cache by exploiting the geometry-specific stages of the graphics pipeline, namely the tessellator unit and the geometry shader. Our probabilistic solution is supported by a mathematical analysis and a number of experiments covering a wide range of application scenarios. Moreover, no precomputation is needed and our solution is compatible with dynamic view point, lighting condition, geometry and materials. Gilles Laurent 0002, Cyril Delalandre, Grégoire de La Rivière, Tamy Boubekeur |
I3D | 4 |
| 2016 | Multi-material adaptive volume remesher
Noura Faraj, Jean-Marc Thiery, Tamy Boubekeur |
Comput. Graph. | 3 |
| 2016 | Forward Light Cuts: A Scalable Approach to Real-Time Global IlluminationabstractWe present Forward Light Cuts, a novel approach to real-time global illumination using forward rendering techniques. We focus on unshadowed diffuse interactions for the first indirect light bounce in the context of large models such as the complex scenes usually encountered in CAD application scenarios. Our approach efficiently generates and uses a multiscale radiance cache by exploiting the geometry-specific stages of the graphics pipeline, namely the tessellator unit and the geometry shader To do so, we assimilate virtual point lights to the scene's triangles and design a stochastic decimation process chained with a partitioning strategy that accounts for both close-by strong light reflections, and distant regions from which numerous virtual point lights collectively contribute strongly to the end pixel. Our probabilistic solution is supported by a mathematical analysis and a number of experiments covering a wide range of application scenarios. As a result, our algorithm requires no precomputation of any kind, is compatible with dynamic view points, lighting condition, geometry and materials, and scales to tens of millions of polygons on current graphics hardware. Gilles Laurent 0002, Cyril Delalandre, Grégoire de La Rivière, Tamy Boubekeur |
Comput. Graph. Forum | 4 |
| 2016 | Detection of Geometric Temporal Changes in Point CloudsabstractAbstract Detecting geometric changes between two 3D captures of the same location performed at different moments is a critical operation for all systems requiring a precise segmentation between change and no‐change regions. Such application scenarios include 3D surface reconstruction, environment monitoring, natural events management and forensic science. Unfortunately, typical 3D scanning setups cannot provide any one‐to‐one mapping between measured samples in static regions: in particular, both extrinsic and intrinsic sensor parameters may vary over time while sensor noise and outliers additionally corrupt the data. In this paper, we adopt a multi‐scale approach to robustly tackle these issues. Starting from two point clouds, we first remove outliers using a probabilistic operator. Then, we detect the actual change using the implicit surface defined by the point clouds under a Growing Least Square reconstruction that, compared to the classical proximity measure, offers a more robust change/no‐change characterization near the temporal intersection of the scans and in the areas exhibiting different sampling density and direction. The resulting classification is enhanced with a spatial reasoning step to solve critical geometric configurations that are common in man‐made environments. We validate our approach on a synthetic test case and on a collection of real data sets acquired using commodity hardware. Finally, we show how 3D reconstruction benefits from the resulting precise change/no‐change segmentation. Gianpaolo Palma, Paolo Cignoni, Tamy Boubekeur, Roberto Scopigno |
Comput. Graph. Forum | 3 |
| 2016 | Animated Mesh Approximation With Sphere-MeshesabstractPerformance capture systems are used to acquire high-quality animated 3D surfaces, usually in form of a dense 3D triangle mesh. Extracting a more compact yet faithful representation is often desirable, but existing solutions for animated sequences are surface based, which leads to a limited approximation power in the case of extreme simplification. We introduce animated sphere-meshes, which are meshes indexing a set of animated spheres. Our solution is the first to output an animated volumetric structure to approximate animated 3D surfaces and optimizes for the sphere approximation, connectivity, and temporal coherence. As a result, our algorithm produces a multiresolution structure from which a level of simplification can be selected in real time, preserving a faithful approximation of the input, even at the coarsest levels. We demonstrate the use of animated sphere-meshes for low-cost approximate collision detection. Additionally, we propose a skinning decomposition, which automatically rigs the input mesh to the chosen level of detail. The resulting set of weights are smooth, compress the animation, and enable easy edits. Jean-Marc Thiery, Emilie Guy, Tamy Boubekeur, Elmar Eisemann |
ACM Trans. Graph. | 3 |
| 2015 | Wavelet Point-Based Global IlluminationabstractAbstract Point‐Based Global Illumination (PBGI) is a popular rendering method in special effects and motion picture productions. This algorithm provides a diffuse global illumination solution by caching radiance in a mesh‐less hierarchical data structure during a preprocess, while solving for visibility over this cache, at rendering time and for each receiver, using microbuffers, which are localized depth and color buffers inspired from real time rendering environments. As a result, noise free ambient occlusion, indirect soft shadows and color bleeding effects are computed efficiently for high resolution image output and in a temporally coherent fashion. We propose an evolution of this method to address the case of non‐diffuse inter‐reflections and refractions. While the original PBGI algorithm models radiance using spherical harmonics, we propose to use wavelets parameterized on the direction space to better localize the radiance representation in the presence of highly directional reflectance. We also propose a new importance‐driven adaptive microbuffer model to capture accurately incoming radiance at a point. Furthermore, we evaluate outgoing radiance using a fast wavelet radiance product and contain the induced larger memory footprint by encoding hierarchically the wavelets in the PBGI tree. As a result, our algorithm can handle non‐lambertian BSDF in the light transport simulation, reproducing caustics and multiple reflections/refractions bounces with a similar quality to bidirectional path tracing in a large number of cases and for only a fraction of its computation time. Our approach is simple to implement and easy to integrate into any existing PBGI framework, with an intuitive control on the approximation error. We evaluate it on a collection of example scenes. Beibei Wang 0002, Xiangxu Meng, Tamy Boubekeur |
Comput. Graph. Forum | 3 |
| 2014 | Covariance Trees for 2D and 3D ProcessingabstractGaussian Mixture Models have become one of the major tools in modern statistical image processing, and allowed performance breakthroughs in patch-based image denoising and restoration problems. Nevertheless, their adoption level was kept relatively low because of the computational cost associated to learning such models on large image databases. This work provides a flexible and generic tool for dealing with such models without the computational penalty or parameter tuning difficulties associated to a naïve implementation of GMM-based image restoration tasks. It does so by organising the data manifold in a hirerachical multiscale structure (the Covariance Tree) that can be queried at various scale levels around any point in feature-space. We start by explaining how to construct a Covariance Tree from a subset of the input data, how to enrich its statistics from a larger set in a streaming process, and how to query it efficiently, at any scale. We then demonstrate its usefulness on several applications, including non-local image filtering, data-driven denoising, reconstruction from random samples and surface modeling from unorganized 3D points sets. Thierry Guillemot, Andrés Almansa, Tamy Boubekeur |
CVPR | 3 |
| 2014 | ShellCam: Interactive geometry-aware virtual camera controlabstractWe introduce ShellCam, a geometry-aware virtual camera control model which defines a smooth motion subspace enabling Pan&Zoom navigation on arbitrary 3D objects. The basic idea is to define a scale-dependent offset shell around the visible geometry which provides, at any point, a meaningful tangent direction for panning and helps computing the camera-object distance to rule accurately a logarithmic zoom motion. We define the underlying motion space as a visualization hull and evaluate it on-the-fly using a moving least-squares approach. As a result, ShellCam provides smooth object-aware 3D motions, combining rotations and translations, based on a simple 2D user input such as typically produced by mouse motions. We also provide an efficient GPU implementation which makes use of the standard rasterization pipeline to compute this 3D motion efficiently. Our approach is robust to inconsistent geometry such as point clouds or polygon soups, works on shapes with complex topology, does not require any pre-computation and can be used on dynamic data. ShellCam offers a convenient control for 3D inspection tasks and a transparent swap with other control models for more general 3D navigation. Last, our model is straightforward to integrate in any 3D application. Tamy Boubekeur |
ICIP | 1 |
| 2014 | SimSelect: Similarity-based selection for 3D surfacesabstractAbstract Surface selection is one of the fundamental interactions in shape modeling. In the case of complex models, this task is often tedious for at least two reasons: firstly the local geometry of a given region may be hard to manually select and needs great accuracy; secondly the selection process may have to be repeated a large number of times for similar regions requiring similar subsequent editing. We propose SimSelect, a new system for interactive selection on 3D surfaces addressing these two issues. We cope with the accuracy issue by classifying selections in different types, namely components, parts and patches for which we independently optimize the selection process. Second, we address the repetitiveness issue by introducing an expansion process based on shape recognition which automatically retrieves potential selections similar to the user‐defined one. As a result, our system provides the user with a compact set of simple interaction primitives providing a smooth select‐and‐edit workflow. Emilie Guy, Jean-Marc Thiery, Tamy Boubekeur |
Comput. Graph. Forum | 3 |
| 2014 | Point morphologyabstractWe introduce a complete morphological analysis framework for 3D point clouds. Starting from an unorganized point set sampling a surface, we propose morphological operators in the form of projections, allowing to sample erosions, dilations, closings and openings of an object without any explicit mesh structure. Our framework supports structuring elements with arbitrary shape, accounts robustly for geometric and morphological sharp features, remains efficient at large scales and comes together with a specific adaptive sampler. Based on this meshless framework, we propose applications which benefit from the non-linear nature of morphological analysis and can be expressed as simple sequences of our operators, including medial axis sampling, hysteresis shape filtering and geometry-preserving topological simplification. Stéphane Calderon, Tamy Boubekeur |
ACM Trans. Graph. | 2 |
| 2014 | Jacobians and Hessians of mean value coordinates for closed triangular meshes
Jean-Marc Thiery, Julien Tierny, Tamy Boubekeur |
Vis. Comput. | 3 |
| 2013 | Factorized Point Based Global IlluminationabstractAbstract The Point‐Based Global Illumination (PBGI) algorithm is composed of two major steps: a caching step and a multiview rasterization step. At caching time, a dense point‐sampling of the scene is shaded and organized in a spatial hierarchy, with internal nodes approximating the radiance of their subtrees using spherical harmonics. At rasterization time, a microbuffer is instantiated at the unprojected position of each image pixel (receiver). Then, a view‐adaptive level‐of‐detail of the scene is extracted in the form of a tree cut and rasterized in the receiver's microbuffer, solving for visibility using a local variant of the z‐buffer. Finally, the pixel color is computed by convolving its filled microbuffer with the surface BRDF. This noise‐free indirect lighting method is widely used in the industry and captures several critical lighting effects, including ambient occlusion, color bleeding, (indirect) soft‐shadows and environment lighting. However, we observe a large redundancy in this algorithm, both in cuts and receivers'microbuffers, which stems from their relatively low resolution. In this paper, we propose an evolution of PBGI which exploits spatial coherence to reduce these redundant computations. Starting from a similarity‐based variational clustering of the receivers, we compute a single tree cut and rasterize a single microbuffer for each cluster. This per‐cluster microbuffer provides a faithful approximation of the incident radiance for distant nodes and is composited over a receiver‐specific microbuffer rasterizing only the closest nodes of the cluster's cut. This factorized approach is easy to integrate in any existing PBGI implementation and offers a significant rendering speed‐up for a negligible and controllable approximation error. Beibei Wang 0002, Bert Buchholz, Xiangxu Meng, Tamy Boubekeur |
Comput. Graph. Forum | 5 |
| 2013 | Sphere-Meshes: shape approximation using spherical quadric error metricsabstractShape approximation algorithms aim at computing simple geometric descriptions of dense surface meshes. Many such algorithms are based on mesh decimation techniques, generating coarse triangulations while optimizing for a particular metric which models the distance to the original shape. This approximation scheme is very efficient when enough polygons are allowed for the simplified model. However, as coarser approximations are reached, the intrinsic piecewise linear point interpolation which defines the decimated geometry fails at capturing even simple structures. We claim that when reaching such extreme simplification levels, highly instrumental in shape analysis, the approximating representation should explicitly and progressively model the volumetric extent of the original shape. In this paper, we propose Sphere-Meshes , a new shape representation designed for extreme approximations and substituting a sphere interpolation for the classic point interpolation of surface meshes. From a technical point-of-view, we propose a new shape approximation algorithm, generating a sphere-mesh at a prescribed level of detail from a classical polygon mesh. We also introduce a new metric to guide this approximation, the Spherical Quadric Error Metric in R 4 , whose minimizer finds the sphere that best approximates a set of tangent planes in the input and which is sensitive to surface orientation, thus distinguishing naturally between the inside and the outside of an object. We evaluate the performance of our algorithm on a collection of models covering a wide range of topological and geometric structures and compare it against alternate methods. Lastly, we propose an application to deformation control where a sphere-mesh hierarchy is used as a convenient rig for altering the input shape interactively. Jean-Marc Thiery, Emilie Guy, Tamy Boubekeur |
ACM Trans. Graph. | 3 |
| 2012 | VoxMorph: 3-scale freeform deformation of large voxel grids
Noura Faraj, Jean-Marc Thiery, Tamy Boubekeur |
Comput. Graph. | 3 |
| 2012 | Quantized Point-Based Global IlluminationabstractAbstract Point‐based global illumination (PBGI) uses a dense point sampling of the scene's surfaces to approximate indirect light transport and is intensively used in 3D motion pictures and special effects. Each point caches the reflected light using a spherical function and is typically used in a subsequent rasterization process to compute color bleeding and ambient occlusion in an economic, noise‐free fashion. The entire point set is organized in a spatial tree structure which models the light transport hierarchically, enabling fast adaptive shading on receivers (e.g., unprojected pixels). One of the major limitations of PBGI is related to the size of this tree, which can quickly become too large to fit in memory for complex scenes. However, we observe that, just as with natural images, this point data set is extremely redundant. In this paper, we present a new method exploiting this redundancy by factorizing PBGI data over the tree nodes. In particular, we show that a k‐means clustering in the parameter space of the spherical functions allows to define a small number of representative nodes against which any new one can be classified. These representative functions, gathered in a pre‐process over a subset of the actual points, form a look‐up table which allows to substitute node's data by quantized integers in a streaming process, avoiding building the full tree before compressing it. Depending on the nodes' spherical function variance in the scene and the desired accuracy, our indexed PBGI representation achieves between one and two orders of magnitude compression of the nodes spherical functions, with negligible numerical and perceptual error in the final image. In the case of a binary tree with one surfel per leaf and no spherical functions in the leaves, this leads to compression rates ranging from 3× to 5× for the whole tree. Bert Buchholz, Tamy Boubekeur |
Comput. Graph. Forum | 2 |
| 2012 | Analytic Curve Skeletons for 3D Surface Modeling and ProcessingabstractAbstract We present a new curve skeleton model designed for surface modeling and processing. This skeleton is defined as the geometrical integration of a piecewise harmonic parameterization defined over a disk‐cylinder surface decomposition. This decomposition is computed using a progressive Region Graph reduction based on both geometric and topological criteria which can be iteratively optimized to improve region boundaries. The skeleton has an analytical form with regularity inherited from the surface one. Such a form offers well‐defined surface‐skeleton and skeleton‐surface projections. The resulting skeleton satisfies quality criteria which are relevant for skeleton‐based modeling and processing. We propose applications that benefit from our skeleton model, including local thickness editing, inset surface creation for shell mapping, as well as a new mid‐scale feature preserving smoothing. Jean-Marc Thiery, Bert Buchholz, Julien Tierny, Tamy Boubekeur |
Comput. Graph. Forum | 4 |
| 2012 | CageR: Cage-Based Reverse Engineering of Animated 3D ShapesabstractAbstract We present CageR: A novel framework for converting animated 3D shape sequences into compact and stable cage‐based representations. Given a raw animated sequence with one‐to‐one point correspondences together with an initial cage embedding, our algorithm automatically generates smoothly varying cage embeddings which faithfully reconstruct the enclosed object deformation. Our technique is fast, automatic, oblivious to the cage coordinate system, provides controllable error and exploits a GPU implementation. At the core of our method, we introduce a new algebraic algorithm based on maximum volume sub‐matrices (maxvol) to speed up and stabilize the deformation inversion. We also present a new spectral regularization algorithm that can apply arbitrary regularization terms on selected subparts of the inversion spectrum. This step allows to enforce a highly localized cage regularization, guaranteeing its smooth variation along the sequence. We demonstrate the speed, accuracy and robustness of our framework on various synthetic and acquired data sets. The benefits of our approach are illustrated in applications such as animation compression and post‐editing. Jean-Marc Thiery, Julien Tierny, Tamy Boubekeur |
Comput. Graph. Forum | 3 |
| 2012 | Sketch-based shape retrievalabstractWe develop a system for 3D object retrieval based on sketched feature lines as input. For objective evaluation, we collect a large number of query sketches from human users that are related to an existing data base of objects. The sketches turn out to be generally quite abstract with large local and global deviations from the original shape. Based on this observation, we decide to use a bag-of-features approach over computer generated line drawings of the objects. We develop a targeted feature transform based on Gabor filters for this system. We can show objectively that this transform is better suited than other approaches from the literature developed for similar tasks. Moreover, we demonstrate how to optimize the parameters of our, as well as other approaches, based on the gathered sketches. In the resulting comparison, our approach is significantly better than any other system described so far. Mathias Eitz, Ronald Richter, Tamy Boubekeur, Kristian Hildebrand, Marc Alexa |
ACM Trans. Graph. | 3 |
| 2011 | Evaluating a dancer's performance using kinect-based skeleton trackingabstractIn this work, we describe a novel system that automatically evaluates dance performances against a gold-standard performance and provides visual feedback to the performer in a 3D virtual environment. The system acquires the motion of a performer via Kinect-based human skeleton tracking, making the approach viable for a large range of users, including home enthusiasts. Unlike traditional gaming scenarios, when the motion of a user must by kept in synch with a pre-recorded avatar that is displayed on screen, the technique described in this paper targets online interactive scenarios where dance choreographies can be set, altered, practiced and refined by users. In this work, we have addressed some areas of this application scenario. In particular, a set of appropriate signal processing and soft computing methodologies is proposed for temporally aligning dance movements from two different users and quantitatively evaluating one performance against another. Dimitrios S. Alexiadis, Philip Kelly, Petros Daras, Noel E. O'Connor, Tamy Boubekeur, Maher Ben Moussa |
ACM Multimedia | 5 |
| 2011 | ManyLoDs: Parallel Many-View Level-of-Detail Selection for Real-Time Global IlluminationabstractAbstract Level‐of‐Detail structures are a key component for scalable rendering. Built from raw 3D data, these structures are often defined as Bounding Volume Hierarchies, providing coarse‐to‐fine adaptive approximations that are well‐adapted formany‐viewrasterization. Here, the total number of pixels in each view is usually low, while the cost of choosing the appropriate LoD for each view is high. This task represents a challenge for existing GPU algorithms. We propose ManyLoDs, a new GPU algorithm to efficiently compute many LoDs from a Bounding Volume Hierarchy in parallel by balancing the workload within and among LoDs. Our approach is not specific to a particular rendering technique, can be used on lazy representations such as polygon soups, and can handle dynamic scenes. We apply our method to various many‐view rasterization applications, including Instant Radiosity, Point‐Based Global Illumination, and reflection/refraction mapping. For each of these, we achieve real‐time performance in complex scenes at high resolutions. Matthias Holländer, Tobias Ritschel 0001, Elmar Eisemann, Tamy Boubekeur |
Comput. Graph. Forum | 4 |
| 2011 | GeoBrush: Interactive Mesh Geometry CloningabstractAbstract We propose a method for interactive cloning of 3D surface geometry using a paintbrush interface, similar to the continuous cloning brush popular in image editing. Existing interactive mesh composition tools focus on atomic copy‐and‐paste of preselected feature areas, and are either limited to copying surface displacements, or require the solution of variational optimization problems, which is too expensive for an interactive brush interface. In contrast, our GeoBrush method supports real‐time continuous copying of arbitrary high‐resolution surface features between irregular meshes, including topological handles. We achieve this by first establishing a correspondence between the source and target geometries using a novel generalized discrete exponential map parameterization. Next we roughly align the source geometry with the target shape using Green Coordinates with automatically‐constructed cages. Finally, we compute an offset membrane to smoothly blend the pasted patch with C continuity before stitching it into the target. The offset membrane is a solution of a bi‐harmonic PDE, which is computed on the GPU in real time by exploiting the regular parametric domain. We demonstrate the effectiveness of GeoBrush with various editing scenarios, including detail enrichment and completion of scanned surfaces. Kenshi Takayama, Ryan M. Schmidt, Karan Singh 0004, Takeo Igarashi, Tamy Boubekeur, Olga Sorkine-Hornung |
Comput. Graph. Forum | 5 |
| 2011 | Sketch-Based Image Retrieval: Benchmark and Bag-of-Features DescriptorsabstractWe introduce a benchmark for evaluating the performance of large-scale sketch-based image retrieval systems. The necessary data are acquired in a controlled user study where subjects rate how well given sketch/image pairs match. We suggest how to use the data for evaluating the performance of sketch-based image retrieval systems. The benchmark data as well as the large image database are made publicly available for further studies of this type. Furthermore, we develop new descriptors based on the bag-of-features approach and use the benchmark to demonstrate that they significantly outperform other descriptors in the literature. Mathias Eitz, Kristian Hildebrand, Tamy Boubekeur, Marc Alexa |
IEEE Trans. Vis. Comput. Graph. | 3 |
| 2010 | A view-dependent adaptivity metric for real time mesh tessellationabstractReal-time tessellation methods offer the ability to upsample 3D surface meshes on the fly during rendering. This upsampling relies on 3 major steps. First, it requires a tessellation kernel which can be implemented on GPU or may be already available as a hardware unit. Second, the surface model defines the positions of the newly inserted vertices - we focus on recent visually smooth models. And third the adaptive sampling tailors the spatially varying distribution of newly inserted vertices on the input surface. We study the last component and introduce a new view-dependent adaptivity metric which builds upon both intrinsic and extrinsic criteria of the input mesh. As a result, we obtain a better vertex distribution around important features in the tessellated mesh. Tamy Boubekeur |
ICIP | 1 |
| 2010 | An evaluation of descriptors for large-scale image retrieval from sketched feature lines
Mathias Eitz, Kristian Hildebrand, Tamy Boubekeur, Marc Alexa |
Comput. Graph. | 3 |
| 2010 | Binary Shading Using Appearance and GeometryabstractAbstract In the style of binary shading, shape and illumination are depicted using two colours, typically black and white, which form coherent lines and regions in the image. We formulate the problem of assigning colours in the rendered image as an energy minimization, computed using graph cut on the image grid. The terms of this energy come from two sources: appearance (shading) and geometry (depth and curvature). Our contributions are in the use of geometric information in determining colours, and how this information is incorporated into a graph cut approach. This optimization yields boundaries between black and white regions that tend towards being shorter and to run along geometric features like creases. We show a range of results, and demonstrate that this approach produces more coherent images than simpler approaches that make local decisions when assigning colours, or that do not use geometry. Bert Buchholz, Tamy Boubekeur, Douglas DeCarlo, Marc Alexa |
Comput. Graph. Forum | 2 |
| 2009 | Utero-Fetal Unit and Pregnant Woman Modeling Using a Computer Graphics Approach for Dosimetry Studies
Jérémie Anquez, Tamy Boubekeur, Lazar Bibin, Elsa D. Angelini, Isabelle Bloch |
MICCAI (1) | 2 |
| 2009 | Mesh simplification by stochastic sampling and topological clustering
Tamy Boubekeur, Marc Alexa |
Comput. Graph. | 1 |
| 2008 | Accurate multi-view reconstruction using robust binocular stereo and surface meshingabstractThis paper presents a new algorithm for multi-view reconstruction that demonstrates both accuracy and efficiency. Our method is based on robust binocular stereo matching, followed by adaptive point-based filtering of the merged point clouds, and efficient, high-quality mesh generation. All aspects of our method are designed to be highly scalable with the number of views. Our technique produces the most accurate results among current algorithms for a sparse number of viewpoints according to the Middlebury datasets. Additionally, we prove to be the most efficient method among non-GPU algorithms for the same datasets. Finally, our scaled-window matching technique also excels at reconstructing deformable objects with high-curvature surfaces, which we demonstrate with a number of examples. Derek Bradley, Tamy Boubekeur, Wolfgang Heidrich |
CVPR | 2 |
| 2008 | A Flexible Kernel for Adaptive Mesh Refinement on GPUabstractAbstract We present a flexible GPU kernel for adaptive on‐the‐fly refinement of meshes with arbitrary topology. By simply reserving a small amount of GPU memory to store a set of adaptive refinement patterns, on‐the‐fly refinement is performed by the GPU, without any preprocessing nor additional topology data structure. The level of adaptive refinement can be controlled by specifying a per‐vertex depth‐tag, in addition to usual position, normal, color and texture coordinates. This depth‐tag is used by the kernel to instanciate the correct refinement pattern, which will map a refined connectivity on the input coarse polygon. Finally, the refined patch produced for each triangle can be displaced by the vertex shader, using any kind of geometric refinement, such as Bezier patch smoothing, scalar valued displacement, procedural geometry synthesis or subdivision surfaces. This refinement engine does neither require multipass rendering nor any use of fragment processing nor special preprocess of the input mesh structure. It can be implemented on any GPU with vertex shading capabilities. Tamy Boubekeur, Christophe Schlick |
Comput. Graph. Forum | 1 |
| 2008 | Subdivision shadingabstractThe idea of Phong Shading is applied to subdivision surfaces: normals are associated with vertices and the same construction is used for both locations and normals. This creates vertex positions and normals. The vertex normals are smoother than the normals of the subdivision surface and using vertex normals for shading attenuates the well known visual artifacts of many subdivision schemes. We demonstrate how to apply subdivision to normals and how blend and combine different normals for achieving a variety of effects. Marc Alexa, Tamy Boubekeur |
ACM Trans. Graph. | 2 |
| 2008 | Phong TessellationabstractModern 3D engines used in real-time applications provide shading that hides the lack of higher order continuity inside the shapes using modulated normals, textures, and tone-mapping -- artifacts remain only on interior contours and silhouettes if the surface geometry is not smooth. The basic idea in this paper is to apply a purely local refinement strategy that inflates the geometry enough to avoid these artifacts. Our technique is a geometric version of Phong normal interpolation, not applied on normals but on the vertex positions. We call this strategy Phong Tessellation. Tamy Boubekeur, Marc Alexa |
ACM Trans. Graph. | 1 |
| 2008 | Markerless garment captureabstractA lot of research has recently focused on the problem of capturing the geometry and motion of garments. Such work usually relies on special markers printed on the fabric to establish temporally coherent correspondences between points on the garment's surface at different times. Unfortunately, this approach is tedious and prevents the capture of off-the-shelf clothing made from interesting fabrics. In this paper, we describe a marker-free approach to capturing garment motion that avoids these downsides. We establish temporally coherent parameterizations between incomplete geometries that we extract at each timestep with a multiview stereo algorithm. We then fill holes in the geometry using a template. This approach, for the first time, allows us to capture the geometry and motion of unpatterned, off-the-shelf garments made from a range of different fabrics. Derek Bradley, Tiberiu Popa, Alla Sheffer, Wolfgang Heidrich, Tamy Boubekeur |
ACM Trans. Graph. | 5 |
| 2007 | QAS: Real-Time Quadratic Approximation of Subdivision SurfacesabstractWe introduce QAS, an efficient quadratic approximation of subdivision surfaces which offers a very close appearance compared to the true subdivision surface but avoids recursion, providing at least one order of magnitude faster rendering. QAS uses enriched polygons, equipped with edge vertices, and replaces them on-the-fly with low degree polynomials for interpolating positions and normals. By systematically projecting the vertices of the input coarse mesh at their limit position on the subdivision surface, the visual quality of the approximation is good enough for imposing only a single subdivision step, followed by our patch fitting, which allows real-time performances for million polygons output. Additionally, the parametric nature of the approximation offers an efficient adaptive sampling for rendering and displacement mapping. Last, the hexagonal support associated to each coarse triangle is adapted to geometry processors. Tamy Boubekeur, Christophe Schlick |
PG | 1 |
| 2006 | Volume-Surface TreesabstractAbstract Many algorithms in computer graphics improve their efficiency by using Hierarchical Space Subdivision Schemes (HS3), such as octrees, kD‐trees or BSP trees. Such HS3 usually provide an axis‐aligned subdivision of the 3D space embedding a scene or an object. However, the purely volume‐based behavior of these schemes often leads to strongly imbalanced surface clustering. In this article, we introduce the VS‐Tree, an alternative HS3 providing efficient and accurate surface‐based hierarchical clustering via a combination of a global 3D decomposition at coarse subdivision levels, and a local 2D decomposition at fine levels near the surface. First, we show how to efficiently construct VS‐Trees over meshes and point‐based surfaces, and analyze the improvement it offers for cluster‐based surface simplification methods. Then we propose a new surface reconstruction algorithm based on the volume‐surface classification of the VS‐Tree. This new algorithm is faster than state‐of‐the‐art reconstruction methods and provides a final semi‐regular mesh comparable to the output of remeshing algorithms. Tamy Boubekeur, Wolfgang Heidrich, Xavier Granier, Christophe Schlick |
Comput. Graph. Forum | 1 |
| 2005 | Visualization of Point-Based Surfaces with Locally Reconstructed Subdivision SurfacesabstractPoint-based surfaces (i.e. surfaces represented by discrete point sets which are either directly obtained by current 3D acquisition devices or converted from other surface representations) are well designed for multiresolution storage and transmission of complex objects. Unfortunately, visualization of point-based surfaces requires to develop specific rendering techniques (e.g. splatting) as point sets are not well adapted to existing graphics hardware which are optimized for polygonal meshes. In this paper, we propose an efficient reconstruction and visualization technique of point-based surfaces that takes full benefit from the whole optimized pipeline implemented in graphics hardware. The basic idea is to generate a set of independent meshes using a local 2D Delaunay triangulation of the point set. These meshes are then glued together to get a " visual continuity" by using a subdivision process. Tamy Boubekeur, Patrick Reuter, Christophe Schlick |
SMI | 1 |