Valentin Deschaintre

dblp:224/0692 · DBLP profile ↗
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24ranked-venue papers
5as first author
21since 2021 · last 2026
0000-0002-6219-3747ORCID · verified

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

Graphics, computer vision, multimedia, augmented reality and games · 24 · 5 first-author · 21 since 2021Artificial intelligence and machine learning · 2 · 1 first-author · 2 since 2021Human-computer interaction and ubiquitous computing · 2 · 2 since 2021
YearPublicationVenuePosition
2026 SAMa: Material-Aware 3D Selection and Segmentation
abstract
Decomposing 3D assets into material parts is a common task for artists, yet remains a highly manual process. In this work, we introduce Select Any Material (SAMa), a material selection approach for in-the-wild objects in arbitrary 3D representations. Building on SAM2's video prior, we construct a material-centric video dataset that extends it to the material domain. We propose an efficient way to lift the model's 2D predictions to 3D by projecting each view into an intermediary 3D point cloud using depth. Nearestneighbor lookups between any 3D representation and this similarity point cloud allow us to efficiently reconstruct accurate selection masks over objects' surfaces that can be inspected from any view. Our method is multiview-consistent by design, alleviating the need for costly per-asset optimization, and performs optimization-free selection in seconds. SAMa outperforms several strong baselines in selection accuracy and multiview consistency and enables various compelling applications, such as replacing the diffuse-textured materials on a text-to-3D output with PBR materials or selecting and editing materials on NeRFs and 3DGS captures. Project page: https://mfischer-ucl.github.io/sama/.
Michael Fischer 0011, Iliyan Georgiev, Thibault Groueix, Vladimir G. Kim, Tobias Ritschel 0001, Valentin Deschaintre
3DV6
2026 ResEdit: Residual embeddings for precise generative image editing
abstract
Abstract Conditional diffusion image generators can be repurposed for editing through inversion, without the need for large‐scale paired fine‐tuning data. However, producing high‐quality, targeted edits while maintaining image identity and global consistency remains challenging, as weakly conditioned inversion often embeds conflicting image features into the noise. We demonstrate that incorporating a residual image encoding as additional conditioning enables both improved identity preservation and better editability. We optimize this residual encoding to provide a strong conditioning signal for reconstruction, thereby reducing the reliance on inversion and susceptibility to its aforementioned pitfalls. To ensure this residual does not interfere with desired edits, we incorporate a gradient reversal‐based optimization strategy that disentangles the residual from the edited condition. We illustrate our method's ability to produce high‐fidelity results across precise intrinsic‐based editing and relighting, and show proof‐of‐concept text‐guided manipulation. Project page: johnberg1.github.io/resedit
Canberk Baykal, Valentin Deschaintre, Yannick Hold-Geoffroy, Michael Fischer 0011, Anna Frühstück, A. Cengiz Öztireli, Iliyan Georgiev
Comput. Graph. Forum2
2025 MatSwap: Light-aware material transfers in images
abstract
Abstract We present MatSwap, a method to transfer materials to designated surfaces in an image realistically. Such a task is non‐trivial due to the large entanglement of material appearance, geometry, and lighting in a photograph. In the literature, material editing methods typically rely on either cumbersome text engineering or extensive manual annotations requiring artist knowledge and 3D scene properties that are impractical to obtain. In contrast, we propose to directly learn the relationship between the input material—as observed on a flat surface—and its appearance within the scene, without the need for explicit UV mapping. To achieve this, we rely on a custom light‐ and geometry‐aware diffusion model. We fine‐tune a large‐scale pre‐trained text‐to‐image model for material transfer using our synthetic dataset, preserving its strong priors to ensure effective generalization to real images. As a result, our method seamlessly integrates a desired material into the target location in the photograph while retaining the identity of the scene. MatSwap is evaluated on synthetic and real images showing that it compares favorably to recent works. Our code and data are made publicly available on https://github.com/astra‐vision/MatSwap
Ivan Lopes, Valentin Deschaintre, Yannick Hold-Geoffroy, Raoul de Charette
Comput. Graph. Forum2
2025 Fine-Grained Spatially Varying Material Selection in Images
abstract
Selection is the first step in many image editing processes, enabling faster and simpler modifications of all pixels sharing a common modality. In this work, we present a method for material selection in images, robust to lighting and reflectance variations, which can be used for downstream editing tasks. We rely on vision transformer (ViT) models and leverage their features for selection, proposing a multi-resolution processing strategy that yields finer and more stable selection results than prior methods. Furthermore, we enable selection at two levels: texture and subtexture, leveraging a new two-level material selection (DuMaS) dataset which includes dense annotations for over 800,000 synthetic images, both on the texture and subtexture levels.
Julia Guerrero-Viu, Michael Fischer 0011, Iliyan Georgiev, Elena Garces 0001, Diego Gutierrez, Belén Masiá, Valentin Deschaintre
ACM Trans. Graph.7
2025 IntrinsicEdit: Precise generative image manipulation in intrinsic space
abstract
Generative diffusion models have advanced image editing by delivering high-quality results through intuitive interfaces such as prompts, scribbles, and semantic drawing. However, these interfaces lack precise control, and associated editing methods often specialize in a single task. We introduce a versatile workflow for a range of editing tasks which operates in an intrinsic-image latent space, enabling semantic, local manipulation with pixel precision while automatically handling effects like reflections and shadows. We build on the RGB↔X diffusion framework and address its key deficiencies: the lack of identity preservation and the need to update multiple channels to achieve plausible results. We propose an edit-friendly diffusion inversion and prompt-embedding optimization to enable precise and efficient editing of only the relevant channels. Our method achieves identity preservation and resolves global illumination, without requiring task-specific model fine-tuning. We demonstrate state-of-the-art performance across a variety of tasks on complex images, including material adjustments, object insertion and removal, global relighting, and their combinations.
Linjie Lyu, Valentin Deschaintre, Yannick Hold-Geoffroy, Milos Hasan, Jae Shin Yoon, Thomas Leimkühler, Christian Theobalt, Iliyan Georgiev
ACM Trans. Graph.2
2025 MaterialPicker: Multi-Modal DiT-Based Material Generation
abstract
High-quality material generation is key for virtual environment authoring and inverse rendering. We propose MaterialPicker, a multi-modal material generator leveraging a Diffusion Transformer (DiT) architecture, improving and simplifying the creation of high-quality materials from text prompts and/or photographs. Our method can generate a material based on an image crop of a material sample, even if the captured surface is distorted, viewed at an angle or partially occluded, as is often the case in photographs of natural scenes. We further allow the user to specify a text prompt to provide additional guidance for the generation. We finetune a pre-trained DiT-based video generator into a material generator, where each material map is treated as a frame in a video sequence. We evaluate our approach both quantitatively and qualitatively and show that it enables more diverse material generation and better distortion correction than previous work.
Xiaohe Ma, Valentin Deschaintre, Milos Hasan, Fujun Luan, Kun Zhou 0001, Hongzhi Wu
ACM Trans. Graph.2
2024 MatSynth: A Modern PBR Materials Dataset
abstract
We introduce MatSynth, a dataset of 4, 000+ CCO ultra-high resolution PBR materials. Materials are crucial components of virtual relightable assets, defining the interaction of light at the surface of geometries. Given their importance, significant research effort was dedicated to their representation, creation, and acquisition. However, in the past 6 years, most research in material acquisition or gen-eration relied either on the same unique dataset, or on company-owned huge library of procedural materials. With this dataset, we propose a significantly larger, more di-verse, and higher resolution set of materials than previously publicly available. We carefully discuss the data collection process and demonstrate the benefits of this dataset for material acquisition and generation applications. The complete data further contains metadata with each mate-rial's origin, license, category, tags, creation method, and, when available, descriptions and physical size, as well as 3M+ renderings of the augmented materials, in lK, under various environment lightings. The MatSynth dataset is released through the project page at: https://www.gvecchio.com/matsynth.
Giuseppe Vecchio, Valentin Deschaintre
CVPR2
2024 Procedural Material Generation with Reinforcement Learning
abstract
Modern 3D content creation heavily relies on procedural assets. In particular, procedural materials are ubiquitous in the industry, but their manipulation remains challenging. Previous work [Hu et al. 2023] conditionally generates procedural graphs that match a given input image. However, the parameter generation step limits how accurately the generated graph matches the input image, due to a reliance on supervision with scarcely available procedural data. We propose to improve parameter prediction accuracy for image-conditioned procedural material generation by leveraging reinforcement learning (RL) and present the first RL approach for procedural materials. RL circumvents the limited availability of procedural data, the domain gap between real and synthetic materials, and the need for end-to-end differentiable loss functions. Given a target image, we retrieve a procedural material and use an RL-trained transformer model to predict a set of parameters that reconstruct the target image as closely as possible. We show that using RL significantly improves parameter prediction to match a given target image compared to supervised methods on both synthetic and real target images.
Beichen Li 0005, Paul Guerrero 0001, Milos Hasan, Liang Shi 0003, Valentin Deschaintre, Wojciech Matusik
ACM Trans. Graph.6
2024 Direct Manipulation of Procedural Implicit Surfaces
abstract
Procedural implicit surfaces are a popular representation for shape modeling. They provide a simple framework for complex geometric operations such as Booleans, blending and deformations. However, their editability remains a challenging task: as the definition of the shape is purely implicit, direct manipulation of the shape cannot be performed. Thus, parameters of the model are often exposed through abstract sliders, which have to be nontrivially created by the user and understood by others for each individual model to modify. Further, each of these sliders needs to be set one by one to achieve the desired appearance. To circumvent this laborious process while preserving editability, we propose to directly manipulate the implicit surface in the viewport. We let the user naturally interact with the output shape, leveraging points on a co-parameterization we design specifically for implicit surfaces, to guide the parameter updates and reach the desired appearance faster. We leverage our automatic differentiation of the procedural implicit surface to propagate interactions made by the user in the viewport to the shape parameters themselves. We further design a solver that uses such information to guide an intuitive and smooth user workflow. We demonstrate different editing processes across multiple implicit shapes and parameters that would be tedious by tuning sliders.
Marzia Riso, Élie Michel, Axel Paris, Valentin Deschaintre, Mathieu Gaillard, Fabio Pellacini
ACM Trans. Graph.4
2024 ControlMat: A Controlled Generative Approach to Material Capture
abstract
Material 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.6
2023 Floaters No More: Radiance Field Gradient Scaling for Improved Near-Camera Training
Julien Philip, Valentin Deschaintre
EGSR (ST)2
2023 PSDR-Room: Single Photo to Scene using Differentiable Rendering
abstract
A 3D digital scene contains many components: lights, materials and geometries, interacting to reach the desired appearance. Staging such a scene is time-consuming and requires both artistic and technical skills. In this work, we propose PSDR-Room, a system allowing to optimize lighting as well as the pose and materials of individual objects to match a target image of a room scene, with minimal user input. To this end, we leverage a recent path-space differentiable rendering approach that provides unbiased gradients of the rendering with respect to geometry, lighting, and procedural materials, allowing us to optimize all of these components using gradient descent to visually match the input photo appearance. We use recent single-image scene understanding methods to initialize the optimization and search for appropriate 3D models and materials. We evaluate our method on real photographs of indoor scenes and demonstrate the editability of the resulting scene components.
Kai Yan 0006, Fujun Luan, Milos Hasan, Thibault Groueix, Valentin Deschaintre
SIGGRAPH Asia5
2023 A Semi-Procedural Convolutional Material Prior
abstract
Abstract Lightweight material capture methods require a material prior, defining the subspace of plausible textures within the large space of unconstrained texel grids. Previous work has either used deep neural networks (trained on large synthetic material datasets) or procedural node graphs (constructed by expert artists) as such priors. In this paper, we propose a semi‐procedural differentiable material prior that represents materials as a set of (typically procedural) grayscale noises and patterns that are processed by a sequence of lightweight learnable convolutional filter operations. We demonstrate that the restricted structure of this architecture acts as an inductive bias on the space of material appearances, allowing us to optimize the weights of the convolutions per‐material, with no need for pre‐training on a large dataset. Combined with a differentiable rendering step and a perceptual loss, we enable single‐image tileable material capture comparable with state of the art. Our approach does not target the pixel‐perfect recovery of the material, but rather uses noises and patterns as input to match the target appearance. To achieve this, it does not require complex procedural graphs, and has a much lower complexity, computational cost and storage cost. We also enable control over the results, through changing the provided patterns and using guide maps to push the material properties towards a user‐driven objective.
Xilong Zhou 0001, Milos Hasan, Valentin Deschaintre, Paul Guerrero 0001, Kalyan Sunkavalli, Nima Khademi Kalantari
Comput. Graph. Forum3
2023 The Visual Language of Fabrics
abstract
We 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.1
2023 Materialistic: Selecting Similar Materials in Images
abstract
Separating an image into meaningful underlying components is a crucial first step for both editing and understanding images. We present a method capable of selecting the regions of a photograph exhibiting the same material as an artist-chosen area. Our proposed approach is robust to shading, specular highlights, and cast shadows, enabling selection in real images. As we do not rely on semantic segmentation (different woods or metal should not be selected together), we formulate the problem as a similarity-based grouping problem based on a user-provided image location. In particular, we propose to leverage the unsupervised DINO [Caron et al. 2021] features coupled with a proposed Cross-Similarity Feature Weighting module and an MLP head to extract material similarities in an image. We train our model on a new synthetic image dataset, that we release. We show that our method generalizes well to real-world images. We carefully analyze our model's behavior on varying material properties and lighting. Additionally, we evaluate it against a hand-annotated benchmark of 50 real photographs. We further demonstrate our model on a set of applications, including material editing, in-video selection, and retrieval of object photographs with similar materials.
Prafull Sharma, Julien Philip, Michaël Gharbi, William T. Freeman, Frédo Durand, Valentin Deschaintre
ACM Trans. Graph.6
2022 Spectral Upsampling Approaches for RGB Illumination
Giuseppe Claudio Guarnera, Yuliya Gitlina, Valentin Deschaintre, Abhijeet Ghosh
EGSR (ST)3
2022 TileGen: Tileable, Controllable Material Generation and Capture
abstract
Recent methods (e.g. MaterialGAN) have used unconditional GANs to generate per-pixel material maps, or as a prior to reconstruct materials from input photographs. These models can generate varied random material appearance, but do not have any mechanism to constrain the generated material to a specific category or to control the coarse structure of the generated material, such as the exact brick layout on a brick wall. Furthermore, materials reconstructed from a single input photo commonly have artifacts and are generally not tileable, which limits their use in practical content creation pipelines. We propose TileGen, a generative model for SVBRDFs that is specific to a material category, always tileable, and optionally conditional on a provided input structure pattern. TileGen is a variant of StyleGAN whose architecture is modified to always produce tileable (periodic) material maps. In addition to the standard “style” latent code, TileGen can optionally take a condition image, giving a user direct control over the dominant spatial (and optionally color) features of the material. For example, in brick materials, the user can specify a brick layout and the brick color, or in leather materials, the locations of wrinkles and folds. Our inverse rendering approach can find a material perceptually matching a single target photograph by optimization. This reconstruction can also be conditional on a user-provided pattern. The resulting materials are tileable, can be larger than the target image, and are editable by varying the condition.
Xilong Zhou 0001, Milos Hasan, Valentin Deschaintre, Paul Guerrero 0001, Kalyan Sunkavalli, Nima Khademi Kalantari
SIGGRAPH Asia3
2022 Controlling Material Appearance by Examples
abstract
Abstract Despite the ubiquitous use of materials maps in modern rendering pipelines, their editing and control remains a challenge. In this paper, we present an example‐based material control method to augment input material maps based on user‐provided material photos. We train a tileable version of MaterialGAN and leverage its material prior to guide the appearance transfer, optimizing its latent space using differentiable rendering. Our method transfers the micro and meso‐structure textures of user provided target(s) photographs, while preserving the structure and quality of the input material. We show our methods can control existing material maps, increasing realism or generating new, visually appealing materials.
Milos Hasan, Paul Guerrero 0001, Holly E. Rushmeier, Valentin Deschaintre
Comput. Graph. Forum5
2022 An Inverse Procedural Modeling Pipeline for SVBRDF Maps
abstract
Procedural modeling is now the de facto standard of material modeling in industry. Procedural models can be edited and are easily extended, unlike pixel-based representations of captured materials. In this article, we present a semi-automatic pipeline for general material proceduralization. Given Spatially Varying Bidirectional Reflectance Distribution Functions (SVBRDFs) represented as sets of pixel maps, our pipeline decomposes them into a tree of sub-materials whose spatial distributions are encoded by their associated mask maps. This semi-automatic decomposition of material maps progresses hierarchically, driven by our new spectrum-aware material matting and instance-based decomposition methods. Each decomposed sub-material is proceduralized by a novel multi-layer noise model to capture local variations at different scales. Spatial distributions of these sub-materials are modeled either by a by-example inverse synthesis method recovering Point Process Texture Basis Functions (PPTBF) [ 30 ] or via random sampling. To reconstruct procedural material maps, we propose a differentiable rendering-based optimization that recomposes all generated procedures together to maximize the similarity between our procedural models and the input material pixel maps. We evaluate our pipeline on a variety of synthetic and real materials. We demonstrate our method’s capacity to process a wide range of material types, eliminating the need for artist designed material graphs required in previous work [ 38 , 53 ]. As fully procedural models, our results expand to arbitrary resolution and enable high-level user control of appearance.
Chengan He, Valentin Deschaintre, Julie Dorsey, Holly E. Rushmeier
ACM Trans. Graph.3
2021 Deep Polarization Imaging for 3D Shape and SVBRDF Acquisition
abstract
We present a novel method for efficient acquisition of shape and spatially varying reflectance of 3D objects using polarization cues. Unlike previous works that have exploited polarization to estimate material or object appearance under certain constraints (known shape or multiview acquisition), we lift such restrictions by coupling polarization imaging with deep learning to achieve high quality estimate of 3D object shape (surface normals and depth) and SVBRDF using single-view polarization imaging under frontal flash illumination. In addition to acquired polarization images, we provide our deep network with strong novel cues related to shape and reflectance, in the form of a normalized Stokes map and an estimate of diffuse color. We additionally describe modifications to network architecture and training loss which provide further qualitative improvements. We demonstrate our approach to achieve superior results compared to recent works employing deep learning in conjunction with flash illumination.
Valentin Deschaintre, Abhijeet Ghosh
CVPR1
2021 Generative modelling of BRDF textures from flash images
abstract
We learn a latent space for easy capture, consistent interpolation, and efficient reproduction of visual material appearance. When users provide a photo of a stationary natural material captured under flashlight illumination, first it is converted into a latent material code. Then, in the second step, conditioned on the material code, our method produces an infinite and diverse spatial field of BRDF model parameters (diffuse albedo, normals, roughness, specular albedo) that subsequently allows rendering in complex scenes and illuminations, matching the appearance of the input photograph. Technically, we jointly embed all flash images into a latent space using a convolutional encoder, and -conditioned on these latent codes- convert random spatial fields into fields of BRDF parameters using a convolutional neural network (CNN). We condition these BRDF parameters to match the visual characteristics (statistics and spectra of visual features) of the input under matching light. A user study compares our approach favorably to previous work, even those with access to BRDF supervision. Project webpage: https://henzler.github.io/publication/neuralmaterial/.
Philipp Henzler, Valentin Deschaintre, Niloy J. Mitra, Tobias Ritschel 0001
ACM Trans. Graph.2
2020 Guided Fine-Tuning for Large-Scale Material Transfer
abstract
Abstract We present a method to transfer the appearance of one or a few exemplar SVBRDFs to a target image representing similar materials. Our solution is extremely simple: we fine‐tune a deep appearance‐capture network on the provided exemplars, such that it learns to extract similar SVBRDF values from the target image. We introduce two novel material capture and design workflows that demonstrate the strength of this simple approach. Our first workflow allows to produce plausible SVBRDFs of large‐scale objects from only a few pictures. Specifically, users only need take a single picture of a large surface and a few close‐up flash pictures of some of its details. We use existing methods to extract SVBRDF parameters from the close‐ups, and our method to transfer these parameters to the entire surface, enabling the lightweight capture of surfaces several meters wide such as murals, floors and furniture. In our second workflow, we provide a powerful way for users to create large SVBRDFs from internet pictures by transferring the appearance of existing, pre‐designed SVBRDFs. By selecting different exemplars, users can control the materials assigned to the target image, greatly enhancing the creative possibilities offered by deep appearance capture.
Valentin Deschaintre, George Drettakis, Adrien Bousseau
Comput. Graph. Forum1
2019 Flexible SVBRDF Capture with a Multi-Image Deep Network
abstract
Abstract Empowered by deep learning, recent methods for material capture can estimate a spatially‐varying reflectance from a single photograph. Such lightweight capture is in stark contrast with the tens or hundreds of pictures required by traditional optimization‐based approaches. However, a single image is often simply not enough to observe the rich appearance of real‐world materials. We present a deep‐learning method capable of estimating material appearance from a variable number of uncalibrated and unordered pictures captured with a handheld camera and flash. Thanks to an order‐independent fusing layer, this architecture extracts the most useful information from each picture, while benefiting from strong priors learned from data. The method can handle both view and light direction variation without calibration. We show how our method improves its prediction with the number of input pictures, and reaches high quality reconstructions with as little as 1 to 10 images ‐ a sweet spot between existing single‐image and complex multi‐image approaches.
Valentin Deschaintre, Miika Aittala, Frédo Durand, George Drettakis, Adrien Bousseau
Comput. Graph. Forum1
2018 Single-image SVBRDF capture with a rendering-aware deep network
abstract
Texture, highlights, and shading are some of many visual cues that allow humans to perceive material appearance in single pictures. Yet, recovering spatially-varying bi-directional reflectance distribution functions (SVBRDFs) from a single image based on such cues has challenged researchers in computer graphics for decades. We tackle lightweight appearance capture by training a deep neural network to automatically extract and make sense of these visual cues. Once trained, our network is capable of recovering per-pixel normal, diffuse albedo, specular albedo and specular roughness from a single picture of a flat surface lit by a hand-held flash. We achieve this goal by introducing several innovations on training data acquisition and network design. For training, we leverage a large dataset of artist-created, procedural SVBRDFs which we sample and render under multiple lighting directions. We further amplify the data by material mixing to cover a wide diversity of shading effects, which allows our network to work across many material classes. Motivated by the observation that distant regions of a material sample often offer complementary visual cues, we design a network that combines an encoder-decoder convolutional track for local feature extraction with a fully-connected track for global feature extraction and propagation. Many important material effects are view-dependent, and as such ambiguous when observed in a single image. We tackle this challenge by defining the loss as a differentiable SVBRDF similarity metric that compares the renderings of the predicted maps against renderings of the ground truth from several lighting and viewing directions. Combined together, these novel ingredients bring clear improvement over state of the art methods for single-shot capture of spatially varying BRDFs.
Valentin Deschaintre, Miika Aittala, Frédo Durand, George Drettakis, Adrien Bousseau
ACM Trans. Graph.1