VLDB 2026 Research / reviewers in the wild / expert
François X. Sillion
dblp:23/5606
· DBLP profile ↗
51ranked-venue papers
7as first author
2since 2021 · last 2024
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 46 · 7 first-authorHuman-computer interaction and ubiquitous computing · 13 · 4 first-authorArtificial intelligence and machine learning · 4 · 1 since 2021Theory of computation · 2 · 1 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2024 | Reinforcement learning with formal performance metrics for quadcopter attitude control under non-nominal contexts
Nicola Bernini, Mikhail Bessa, Rémi Delmas, Arthur Gold, Eric Goubault, Romain Pennec, Sylvie Putot, François X. Sillion |
Eng. Appl. Artif. Intell. | 8 |
| 2021 | A few lessons learned in reinforcement learning for quadcopter attitude controlabstractIn the context of developing safe air transportation, our work is focused on understanding how Reinforcement Learning methods can improve the state of the art in traditional control, in nominal as well as non-nominal cases. The end goal is to train provably safe controllers, by improving both training and verification methods. In this paper, we explore this path for controlling the attitude of a quadcopter: we discuss theoretical as well as practical aspects of training neural nets for controlling a crazyflie 2.0 drone. In particular we describe thoroughly the choices in training algorithms, neural net architecture, hyperparameters, observation space etc. We also discuss the robustness of the obtained controllers, both to partial loss of power for one rotor and to wind gusts. Finally, we measure the performance of the approach by using a robust form of a signal temporal logic to quantitatively evaluate the vehicle's behavior. Nicola Bernini, Mikhail Bessa, Rémi Delmas, Arthur Gold, Eric Goubault, Romain Pennec, Sylvie Putot, François X. Sillion |
HSCC | 8 |
| 2010 | Programmable rendering of line drawing from 3D scenesabstractThis article introduces a programmable approach to nonphotorealistic line drawings from 3D models, inspired by programmable shaders in traditional rendering. This approach relies on the assumption generally made in NPR that style attributes (color, thickness, etc.) are chosen depending on generic properties of the scene such as line characteristics or depth discontinuities, etc. We propose a new image creation model where all operations are controlled through user-defined procedures in which the relations between style attributes and scene properties are specified. Aview mapdescribing all relevant support lines in the drawing and their topological arrangement is first created from the 3D model so as to ensure the continuity of all scene properties along its edges; a number of style modules operate on this map, by procedurally selecting, chaining, or splitting lines, before creating strokes and assigning drawing attributes. Consistent access to properties of the scene is provided from the different elements of the map that are manipulated throughout the whole process. The resulting drawing system permits flexible control of all elements of drawing style: First, different style modules can be applied to different types of lines in a view; second, the topology and geometry of strokes are entirely controlled from the programmable modules; and third, stroke attributes are assigned procedurally and can be correlated at will with various scene or view properties. We illustrate the components of our system and show how style modules successfully encode stylized visual characteristics that can be applied across a wide range of models. Stéphane Grabli, Emmanuel Turquin, Frédo Durand, François X. Sillion |
ACM Trans. Graph. | 4 |
| 2009 | Fourier depth of fieldabstractOptical systems used in photography and cinema produce depth-of-field effects, that is, variations of focus with depth. These effects are simulated in image synthesis by integrating incoming radiance at each pixel over the lense aperture. Unfortunately, aperture integration is extremely costly for defocused areas where the incoming radiance has high variance, since many samples are then required for a noise-free Monte Carlo integration. On the other hand, using many aperture samples is wasteful in focused areas where the integrand varies little. Similarly, image sampling in defocused areas should be adapted to the very smooth appearance variations due to blurring. This article introduces an analysis of focusing and depth-of-field in the frequency domain, allowing a practical characterization of a light field's frequency content both for image and aperture sampling. Based on this analysis we propose an adaptive depth-of-field rendering algorithm which optimizes sampling in two important ways. First, image sampling is based on conservative bandwidth prediction and a splatting reconstruction technique ensures correct image reconstruction. Second, at each pixel the variance in the radiance over the aperture is estimated and used to govern sampling. This technique is easily integrated in any sampling-based renderer, and vastly improves performance. Cyril Soler, Kartic Subr, Frédo Durand, Nicolas Holzschuch, François X. Sillion |
ACM Trans. Graph. | 5 |
| 2008 | A meshless hierarchical representation for light transportabstractWe introduce a meshless hierarchical representation for solving light transport problems. Precomputed radiance transfer (PRT) and finite elements require a discrete representation of illumination over the scene. Non-hierarchical approaches such as per-vertex values are simple to implement, but lead to long precomputation. Hierarchical bases like wavelets lead to dramatic acceleration, but in their basic form they work well only on flat or smooth surfaces. We introduce a hierarchical function basis induced by scattered data approximation. It is decoupled from the geometric representation, allowing the hierarchical representation of illumination on complex objects. We present simple data structures and algorithms for constructing and evaluating the basis functions. Due to its hierarchical nature, our representation adapts to the complexity of the illumination, and can be queried at different scales. We demonstrate the power of the new basis in a novel precomputed direct-to-indirect light transport algorithm that greatly increases the complexity of scenes that can be handled by PRT approaches. Jaakko Lehtinen, Matthias Zwicker, Emmanuel Turquin, Janne Kontkanen, Frédo Durand, François X. Sillion, Timo Aila |
ACM Trans. Graph. | 6 |
| 2007 | Dynamic Point Distribution for Stroke-based Rendering
David Vanderhaeghe, Pascal Barla, Joëlle Thollot, François X. Sillion |
Rendering Techniques | 4 |
| 2007 | Accurate and Scalable Surface Representation and Reconstruction from ImagesabstractWe introduce a new surface representation method, called patchwork, to extend three-dimensional surface reconstruction capabilities from multiple images. A patchwork is the combination of several patches that are built one by one. This design potentially allows for the reconstruction of an object with arbitrarily large dimensions while preserving a fine level of detail. We formally demonstrate that this strategy leads to a spatial complexity independent of the dimensions of the reconstructed object and to a time complexity that is linear with respect to the object area. The former property ensures that we never run out of storage and the latter means that reconstructing an object can be done in a reasonable amount of time. In addition, we show that the patchwork representation handles equivalently open and closed surfaces, whereas most of the existing approaches are limited to a specific scenario, an open or closed surface, but not both. The patchwork concept is orthogonal to the method chosen for surface optimization. Most of the existing optimization techniques can be cast into this framework. To illustrate the possibilities offered by this approach, we propose two applications that demonstrate how our method dramatically extends a recent accurate graph technique based on minimal cuts. We first revisit the popular carving techniques. This results in a well-posed reconstruction problem that still enjoys the tractability of voxel space. We also show how we can advantageously combine several image-driven criteria to achieve a finely detailed geometry by surface propagation. These two examples demonstrate the versatility and flexibility of patchwork reconstruction. They underscore other properties inherited from patchwork representation: Although some min-cut methods have difficulty in handling complex shapes (e.g., with complex topologies), they can naturally manipulate any geometry through the patchwork representation while preserving their intrinsic qualities. The above properties of patchwork representation and reconstruction are demonstrated with real image sequences. Sylvain Paris, Long Quan, François X. Sillion |
IEEE Trans. Pattern Anal. Mach. Intell. | 4 |
| 2006 | Wavelet Radiance Transport for Interactive Indirect Lighting
Janne Kontkanen, Emmanuel Turquin, Nicolas Holzschuch, François X. Sillion |
Rendering Techniques | 4 |
| 2006 | Soft Shadow Maps: Efficient Sampling of Light Source VisibilityabstractAbstract Shadows, particularly soft shadows, play an important role in the visual perception of a scene by providing visual cues about the shape and position of objects. Several recent algorithms produce soft shadows at interactive rates, but they do not scale well with the number of polygons in the scene or only compute the outer penumbra. In this paper, we present a new algorithm for computing interactive soft shadows on the GPU. Our new approach provides both inner‐ and outer‐penumbra for a modest computational cost, providing interactive frame‐rates for models with hundreds of thousands of polygons. Our technique is based on a sampled image of the occluders, as in shadow map techniques. These shadow samples are used in a novel manner, computing their effect on a second projective shadow texture using fragment programs. In essence, the fraction of the light source area hidden by each sample is accumulated at each texel position of this Soft Shadow Map. We include an extensive study of the approximations caused by our algorithm, as well as its computational costs. Lionel Atty, Nicolas Holzschuch, Marc Lapierre, Jean-Marc Hasenfratz, Charles D. Hansen, François X. Sillion |
Comput. Graph. Forum | 6 |
| 2006 | Stroke Pattern Analysis and SynthesisabstractAbstract We present a synthesis technique that can automatically generate stroke patterns based on a user‐specified reference pattern. Our method is an extension of texture synthesis techniques to vector‐based patterns. Such an extension requires (a) an analysis of the pattern properties to extract meaningful pattern elements (defined as clusters of strokes) and (b) a synthesis algorithm based on similarities in the detected stroke clusters. Our method is based on results from human vision research concerning perceptual organization. The resulting synthesized patterns effectively reproduce the properties of the input patterns, and can be used to fill both 1D paths and 2D regions. Categories and Subject Descriptors (according to ACM CCS): I.3.7 [Computer Graphics]: Color, shading, shadowing, and texture I.3.4 [Computer Graphics]: Paint systems Pascal Barla, Simon Breslav, Joëlle Thollot, François X. Sillion, Lee Markosian |
Comput. Graph. Forum | 4 |
| 2006 | A Surface Reconstruction Method Using Global Graph Cut Optimization
Sylvain Paris, François X. Sillion, Long Quan |
Int. J. Comput. Vis. | 2 |
| 2006 | Accurate detection of symmetries in 3D shapesabstractWe propose an automatic method for finding symmetries of 3D shapes, that is, isometric transforms which leave a shape globally unchanged. These symmetries are deterministically found through the use of an intermediate quantity: the generalized moments. By examining the extrema and spherical harmonic coefficients of these moments, we recover the parameters of the symmetries of the shape. The computation for large composite models is made efficient by using this information in an incremental algorithm capable of recovering the symmetries of a whole shape using the symmetries of its subparts. Applications of this work range from coherent remeshing of geometry with respect to the symmetries of a shape to geometric compression, intelligent mesh editing, and automatic instantiation. Aurélien Martinet, Cyril Soler, Nicolas Holzschuch, François X. Sillion |
ACM Trans. Graph. | 4 |
| 2005 | Progressive Surface Reconstruction from Images Using a Local PriorabstractThis paper introduces a new method for surface reconstruction from multiple calibrated images. The primary contribution of this work is the notion of local prior to combine the flexibility of the carving approach with the accuracy of graph-cut optimization. A progressive refinement scheme is used to recover the topology and reason the visibility of the object. Within each voxel, a detailed surface patch is optimally reconstructed using a graph-cut method. The advantage of this technique is its ability to handle complex shape similarly to level sets while enjoying a higher precision. Compared to carving techniques, the addressed problem is well-posed, and the produced surface does not suffer from aliasing. In addition, our approach seamlessly handles complete and partial reconstructions: If the scene is only partially visible, the process naturally produces an open surface; otherwise, if the scene is fully visible, it creates a complete shape. These properties are demonstrated on real image sequences Sylvain Paris, Long Quan, François X. Sillion |
ICCV | 4 |
| 2005 | Geometric Clustering for Line Drawing SimplificationabstractWe present a new approach to the simplification of line drawings, in which a smaller set of lines is created to represent the geometry of the original lines. An important feature of our method is that it maintains the morphological structure of the original drawing while allowing user-defined decisions about the appearance of lines. The technique works by analyzing the structure of the drawing at a certain scale and identifying clusters of lines that can be merged given a specific error threshold. These clusters are then processed to create new lines, in a separate stage where different behaviors can be favored based on the application. Successful results are presented for a variety of drawings including scanned and vectorized artwork, original vector drawings, drawings created from 3d models, and hatching marks. The clustering technique is shown to be effective in all these situations. Pascal Barla, Joëlle Thollot, François X. Sillion |
Rendering Techniques | 3 |
| 2005 | A frequency analysis of light transportabstractWe present a signal-processing framework for light transport. We study the frequency content of radiance and how it is altered by phenomena such as shading, occlusion, and transport. This extends previous work that considered either spatial or angular dimensions, and it offers a comprehensive treatment of both space and angle.We show that occlusion, a multiplication in the primal, amounts in the Fourier domain to a convolution by the spectrum of the blocker. Propagation corresponds to a shear in the space-angle frequency domain, while reflection on curved objects performs a different shear along the angular frequency axis. As shown by previous work, reflection is a convolution in the primal and therefore a multiplication in the Fourier domain. Our work shows how the spatial components of lighting are affected by this angular convolution.Our framework predicts the characteristics of interactions such as caustics and the disappearance of the shadows of small features. Predictions on the frequency content can then be used to control sampling rates for rendering. Other potential applications include precomputed radiance transfer and inverse rendering. Frédo Durand, Nicolas Holzschuch, Cyril Soler, Eric Chan, François X. Sillion |
ACM Trans. Graph. | 5 |
| 2005 | A survey on participating media rendering techniques
Eva Cerezo Bagdasari, Frederic Pérez, Xavier Pueyo, Francisco J. Serón, François X. Sillion |
Vis. Comput. | 5 |
| 2004 | A Real-Time System for Full Body Interaction with Virtual WorldsabstractReal-time video acquisition is becoming a reality with the most recent camera technology. Three-dimensional models can be reconstructed from multiple views using visual hull carving techniques. However the combination of these approaches to obtain a moving 3D model from simultaneous video captures remains a technological challenge. In this paper we demonstrate a complete system architecture allowing the real-time (> Jean-Marc Hasenfratz, Marc Lapierre, François X. Sillion |
EGVE | 3 |
| 2004 | Density Measure for Line-Drawing SimplificationabstractWe present an approach for clutter control in NPR line drawing where measures of view and drawing complexity drive the simplification or omission of lines. We define two types of density information: the a-priori density and the causal density, and use them to control which parts of a drawing need simplification. The a-priori density is a measure of the visual complexity of the potential drawing and is computed on the complete arrangement of lines from the view. This measure affords a systematic approach for characterizing the structure of cluttered regions in terms of geometry, scale, and directionality. The causal density measures the spatial complexity of the current state of the drawing as strokes are added, allowing for clutter control through line omission or stylization. We show how these density measures permit a variety of pictorial simplification styles where complexity is reduced either uniformly, or in a spatially-varying manner through indication. Stéphane Grabli, Frédo Durand, François X. Sillion |
PG | 3 |
| 2004 | Space-Time Hierarchical Radiosity with Clustering and Higher-Order WaveletsabstractAbstract We address in this paper the issue of computing diffuse global illumination solutions for animation sequences. The principal difficulties lie in the computational complexity of global illumination, emphasized by the movement of objects and the large number of frames to compute, as well as the potential for creating temporal discontinuities in the illumination, a particularly noticeable artifact. We demonstrate how space‐time hierarchical radiosity, i.e. the application to the time dimension of a hierarchical decomposition algorithm, can be effectively used to obtain smooth animations: first by proposing the integration of spatial clustering in a space‐time hierarchy; second, by using a higher‐order wavelet basis adapted for the temporal dimension. The resulting algorithm is capable of creating time‐dependent radiosity solutions efficiently. Cyrille Damez, Nicolas Holzschuch, François X. Sillion |
Comput. Graph. Forum | 3 |
| 2004 | Capture of hair geometry from multiple imagesabstractHair is a major feature of digital characters. Unfortunately, it has a complex geometry which challenges standard modeling tools. Some dedicated techniques exist, but creating a realistic hairstyle still takes hours. Complementary to user-driven methods, we here propose an image-based approach to capture the geometry of hair.The novelty of this work is that we draw information from the scattering properties of the hair that are normally considered a hindrance. To do so, we analyze image sequences from a fixed camera with a moving light source. We first introduce a novel method to compute the image orientation of the hairs from their anisotropic behavior. This method is proven to subsume and extend existing work while improving accuracy. This image orientation is then raised into a 3D orientation by analyzing the light reflected by the hair fibers. This part relies on minimal assumptions that have been proven correct in previous work.Finally, we show how to use several such image sequences to reconstruct the complete hair geometry of a real person. Results are shown to illustrate the fidelity of the captured geometry to the original hair. This technique paves the way for a new approach to digital hair generation. Sylvain Paris, Héctor M. Briceño, François X. Sillion |
ACM Trans. Graph. | 3 |
| 2003 | Billboard cloudsabstractNo abstract available. Xavier Décoret, Frédo Durand, François X. Sillion |
SCG | 3 |
| 2003 | Lightweight Face RelightingabstractWe present a method to relight human faces in real time, using consumer-grade graphics cards even with limited 3D capabilities. We show how to render faces using a combination of a simple, hardware-accelerated parametric model simulating skin shading and a detail texture map, and provide robust procedures to estimate all the necessary parameters for a given face. Our model strikes a balance between the difficulty of realistic face rendering (given the very specific reflectance properties of skin) and the goal of real-time rendering with limited hardware capabilities. This is accomplished by automatically generating an optimal set of parameters for a simple rendering model. We offer a discussion of the issues in face rendering to discern the pros and cons of various rendering models and to generalize our approach to most of the current hardware constraints. We provide results demonstrating the usability of our approach and the improvements we introduce both in the performance and in the visual quality of the resulting faces. Sylvain Paris, François X. Sillion, Long Quan |
PG | 2 |
| 2003 | A Survey of Real-time Soft Shadows AlgorithmsabstractAbstract ACM CSS: I.3.3 Computer Graphics Picture/Image Generation—Bitmap and framebuffer operations Jean-Marc Hasenfratz, Marc Lapierre, Nicolas Holzschuch, François X. Sillion |
Comput. Graph. Forum | 4 |
| 2003 | Volumetric Cell-and-Portal GenerationabstractAbstract We present an algorithm to generate a cell‐and‐portal decomposition of general indoor scenes. The method is an adaptation of the 3D watershed transform, computed on a distance‐to‐geometry sampled field. The watershed is processed using a flooding analogy in the distance field space. Flooding originates from local minima, each minimum producing a region. Portals are built as needed to avoid the merging of regions during their growth. As a result, the cell‐and‐portal decomposition is closely linked to the structure of the models. In a building, the algorithm finds all the rooms, doors and windows. To restrict the memory load, a hierarchical implementation of the algorithm is presented. We also explain how to handle possible model degeneracies ‐such as cracks, holes and interpenetrating geometries‐ using a pre‐voxelisation step. The hierarchical algorithm, preceded when necessary by the pre‐voxelisation, was tested on a large range of models. We show that it is able to deal with classical architectural models, as well as cave‐like environments and large mixed indoor/outdoor scenes. Thanks to the intermediate distance field representation, the algorithm can be used regardless of the way the model is represented: it deals with parametric curves, implicit surfaces, volumetric data and polygon soups in a unified way. D. Haumont, Olivier Debeir, François X. Sillion |
Comput. Graph. Forum | 3 |
| 2003 | Robust acquisition of 3D informations from short image sequences
Sylvain Paris, François X. Sillion |
Graph. Model. | 2 |
| 2003 | Billboard clouds for extreme model simplificationabstractWe introduce billboard clouds -- a new approach for extreme simplification in the context of real-time rendering. 3D models are simplified onto a set of planes with texture and transparency maps. We present an optimization approach to build a billboard cloud given a geometric error threshold. After computing an appropriate density function in plane space, a greedy approach is used to select suitable representative planes. A good surface approximation is ensured by favoring planes that are "nearly tangent" to the model. This method does not require connectivity information, but instead avoids cracks by projecting primitives onto multiple planes when needed. For extreme simplification, our approach combines the strengths of mesh decimation and image-based impostors. We demonstrate our technique on a large class of models, including smooth manifolds and composite objects. Xavier Décoret, Frédo Durand, François X. Sillion, Julie Dorsey |
ACM Trans. Graph. | 3 |
| 2003 | An efficient instantiation algorithm for simulating radiant energy transfer in plant modelsabstractWe describe a complete lighting simulation system tailored for the difficult case of vegetation scenes. Our algorithm is based on hierarchical instantiation for radiosity and precise phase function modeling. It allows efficient calculations both in terms of computation and memory resources. We provide an in-depth description and study of the instantiation-based radiosity technique and we address the problems related to generating and managing phase functions of plant structures, as needed by the instantiation process. We present results demonstrating the high performance of the hierarchical instantiation algorithm and we describe two examples of applications: rendering of large vegetation scenes and plant growth simulation. Other applications of our system range from landscape simulation to agronomical and agricultural studies, and to the design of virtual plants responding to their environment. Cyril Soler, François X. Sillion, Frédéric Blaise, Philippe Dereffye |
ACM Trans. Graph. | 2 |
| 2003 | Instant architectureabstractThis paper presents a new method for the automatic modeling of architecture. Building designs are derived using split grammars, a new type of parametric set grammar based on the concept of shape. The paper also introduces an attribute matching system and a separate control grammar, which offer the flexibility required to model buildings using a large variety of different styles and design ideas. Through the adaptive nature of the design grammar used, the created building designs can either be generic or adhere closely to a specified goal, depending on the amount of data available. Peter Wonka, Michael Wimmer 0001, François X. Sillion, William Ribarsky |
ACM Trans. Graph. | 3 |
| 2002 | Image-Based Hair Capture by Inverse Lighting
Stéphane Grabli, François X. Sillion, Steve Marschner, Jed Lengyel |
Graphics Interface | 2 |
| 2002 | Robust Acquisition of 3D Informations from Short Image SequencesabstractThis paper addresses the problem of 3D reconstruction from a set of viewpoints on a short baseline. Its main contribution is the development of a robust algorithm which can extract 3D informations from a set of images taken with a very small baseline, even in the presence of significant occlusion. To achieve this goal, we use a multi-pass process that works layer by layer. In each pass we begin with a "space carving" step which is made robust through some morphological operations. Then we introduce an original technique to solve the ambiguity inherent to "space carving" in the case of short baseline. Once we have a voxel representation of the objects, we propose a method based on differential geometry to build a smooth mesh. Results are presented, demonstrating the efficiency and usefulness of the method. Sylvain Paris, François X. Sillion |
PG | 2 |
| 2001 | Instant VisibilityabstractWe present an online occlusion culling system which computes visibility in parallel to the rendering pipeline. We show how to use point visibility algorithms to quickly calculate a tight potentially visible set (PVS) which is valid for several frames, by shrinking the occluders used in visibility calculations by an adequate amount. These visibility calculations can be performed on a visibility server, possibly a distinct computer communicating with the display host over a local network. The resulting system essentially combines the advantages of online visibility processing and region-based visibility calculations, allowing asynchronous processing of visibility and display operations. We analyze two different types of hardware-based point visibility algorithms and address the problem of bounded calculation time which is the basis for true real-time behavior. Our results show reliable, sustained 60 Hz performance in a walkthrough with an urban environment of nearly 2 million polygons, and a terrain flyover. Peter Wonka, Michael Wimmer 0001, François X. Sillion |
Comput. Graph. Forum | 3 |
| 2000 | Acceleration of Monte Carlo Path Tracing in General EnvironmentsabstractThe paper describes a two pass algorithm capable of computing solutions to the global illumination in general environments (diffuse or glossy surfaces, anisotropically scattering participating media) faster than previous methods, by combining the strengths of finite element and Monte Carlo methods. A quick coarse solution is first computed with a clustered directional hierarchical method. This intermediate solution is used by a Monte Carlo method to accelerate computation of a final accurate solution by importance sampling, by means of link probabilities and adaptive probability density functions. Results from a first implementation of the algorithm for diffuse surfaces are presented. Frederic Pérez, Ignacio Martín 0002, Xavier Pueyo, François X. Sillion |
PG | 4 |
| 2000 | Conservative volumetric visibility with occluder fusionabstractVisibility determination is a key requirement in a wide range of graphics algorithms. This paper introduces a new approach to the computation of volume visibility, the detection of occluded portions of space as seen from a given region. The method is conservative and classifies regions as occluded only when they are guaranteed to be invisible. It operates on a discrete representation of space and uses the opaque interior of objects as occluders. This choice of occluders facilitates their extension into adjacent opaque regions of space, in essence maximizing their size and impact. Our method efficiently detects and represents the regions of space hidden by such occluders. It is the first one to use the property that occluders can also be extended into empty space provided this space is itself occluded from the viewing volume. This proves extremely effective for computing the occlusion by a set of occluders, effectively realizing occluder fusion. An auxiliary data structure represents occlusion in the scene and can then be queried to answer volume visibility questions. We demonstrate the applicability to visibility preprocessing for real-time walkthroughs and to shadow-ray acceleration for extended light sources in ray tracing, with significant acceleration in both cases. Gernot Schaufler, Julie Dorsey, Xavier Décoret, François X. Sillion |
SIGGRAPH | 4 |
| 2000 | Efficient Glossy Global Illumination with Interactive ViewingabstractThe ability to perform interactive walkthroughs of global illumination solutions including glossy effects is a challenging open problem. In this paper we overcome certain limitations of previous approaches. We first introduce a novel, memory‐ and compute‐efficient representation of incoming illumination, in the context of a hierarchical radiance clustering algorithm. We then represent outgoing radiance with an adaptive hierarchical basis, in a manner suitable for interactive display. Using appropriate refinement and display strategies, we achieve walkthroughs of glossy solutions at interactive rates for non‐trivial scenes. In addition, our implementation has been developed to be portable and easily adaptable as an extension to existing, diffuse‐only, hierarchical radiosity systems. We present results of the implementation of glossy global illumination in two independent global illumination systems. Marc Stamminger, Annette Scheel, Xavier Granier, Frederic Perez-Cazorla, George Drettakis, François X. Sillion |
Comput. Graph. Forum | 6 |
| 2000 | Texture-based visibility for efficient lighting simulationabstractLighting simulations using hierarchical radiosity with clustering can be very slow when the computation of fine and artifact-free shadows is needed. To avoid the high cost of mesh refinement associated with fast variations of visibility across receivers, we propose a new hierarchical algorithm in which partial visibility maps can be computed on the fly, using a convolution technique for emitter-receiver configurations where complex shadows are produced. Other configurations still rely on mesh subdivision to reach the desired accuracy in modeling energy transfer. In our system, therefore, radiosity is represented as a combination of textures and piecewise-constant or linear contributions over mesh elements at multiple hierarchical levels. We give a detailed description of the gather , push / pull , and display stages of the hierarchical radiosity algorithm, adapted to seamlessly integrate both representations. A new refinement algorithm is proposed, which chooses the most appropriate technique to compute the energy transfer and resulting radiosity distribution for each receiver/transmitter configuration. Comprehensive error control is achieved by subdividing either the source or receiver in a traditional manner, or by using a blocker subdivision scheme that improves the quality of shadow masks without increasing the complexity of the mesh. Results show that high-quality images are obtained in a matter of seconds for scenes with tens of thousands of polygons. Cyril Soler, François X. Sillion |
ACM Trans. Graph. | 2 |
| 1999 | Will Anyone Really Use Radiosoty?
François X. Sillion |
Graphics Interface | 1 |
| 1999 | Efficient Glossy Global Illumination With Interactive Viewing
Marc Stamminger, Annette Scheel, Xavier Granier, Frederic Perez-Cazorla, George Drettakis, François X. Sillion |
Graphics Interface | 6 |
| 1999 | Multi-layered impostors for accelerated renderingabstractThis paper describes the successful combination of pre‐generated and dynamically updated image‐based representations to accelerate the visualization of complex virtual environments. We introduce a new type of impostor, which has the desirable property of limiting de‐occlusion errors to a user‐specified amount. This impostor, composed of multiple layers of textured meshes, replaces the distant geometry and is much faster to draw. It captures the relevant depth complexity in the model without resorting to a complete sampling of the scene. We show that layers can be dynamically updated during visualization. This guarantees bounded scene complexity in each frame and also exploits temporal coherence to improve image quality when possible. We demonstrate the strengths of this approach in the context of city walkthroughs. Xavier Décoret, François X. Sillion, Gernot Schaufler, Julie Dorsey |
Comput. Graph. Forum | 2 |
| 1999 | A Practical Analysis of Clustering Strategies for Hierarchical RadiosityabstractThe calculation of radiant energy balance in complex scenes has been made possible by hierarchical radiosity methods based on clustering mechanisms. Although clustering offers an elegant theoretical solution by reducing the asymptotic complexity of the algorithm, its practical use raises many difficulties, and may result in image artifacts or unexpected behavior. This paper proposes a detailed analysis of the expectations placed on clustering and compares the relative merits of existing, as well as newly introduced, clustering algorithms. This comparison starts from the precise definition of various clustering strategies based on a taxonomy of data structures and construction algorithms, and proceeds to an experimental study of the clustering behavior for real‐world scenes. Interestingly, we observe that for some scenes light is difficult to simulate even with clustering. Our results lead to a series of observations characterizing the adequacy of clustering methods for meeting such diverse goals as progressive solution improvement, efficient ray casting acceleration, and faithful representation of object density for approximate visibility calculations. Jean-Marc Hasenfratz, Cyrille Damez, François X. Sillion, George Drettakis |
Comput. Graph. Forum | 3 |
| 1998 | Fast Calculation of Soft Shadow Textures Using ConvolutionabstractThe calculation of detailed shadows remains one of the most difficult challenges in computer graphics, especially in the case of extended (linear or area) light sources.This paper introduces a new tool for the calculation of shadows cast by extended light sources.Exact shadows are computed in some constrained configurations by using a convolution technique, yielding a fast and accurate solution.Approximate shadows can be computed for general configurations by applying the convolution to a representative "ideal" configuration.We analyze the various sources of approximation in the process and derive a hierarchical, error-driven algorithm for fast shadow calculation in arbitrary configurations using a hierarchy of object clusters.The convolution is performed on images rendered in an offscreen buffer and produces a shadow map used as a texture to modulate the unoccluded illumination.Light sources can have any 3D shape as well as arbitrary emission characteristics, while shadow maps can be applied to groups of objects at once.The method can be employed in a hierarchical radiosity system, or directly as a shadowing technique.We demonstrate results for various scenes, showing that soft shadows can be generated at interactive rates for dynamic environments. Cyril Soler, François X. Sillion |
SIGGRAPH | 2 |
| 1998 | An Exhaustive Error-Bounding Algorithm for Hierarchical RadiosityabstractThis paper presents a complete algorithm for the evaluation and control of error in radiosity calculations. Providing such control is both extremely important for industrial applications andd one of the most challenging issues remaining in global illumination research. In order to control the error, we need to estimate the accuracy of the calculation while computing the energy exchanged between two objects. Having this information for each radiosity interaction allows to allocate more resources to refine interactions with greater potential error, and to avoid spending more time to refine interactions already represented with sufficient accuracy. Until now, the accuracy of the computed energy exchange could only be approximated using heuristic algorithms. This paper presents the first exhaustive algorithm to compute fully reliable upper and lower bounds on the energy being exchanged in each interaction. This is accomplished by computing first and second derivatives of the radiosity function where appropriate, and making use of two concavity conjectures. These bounds are then used in a refinement criterion for hierarchical radiosity, resulting in a global illumination algorithm with complete control of the error incurred. Results are presented, demonstrating the possibility to create radiosity solutions with guaranteed precision. We then extend our algorithm to consider linear bounding functions instead of constant functions, thus creating simpler meshes in regions where the function is concave, without loss of precision. Our experiments show that the computation of radiosity derivatives along with the radiosity values only requires a modest extra cost, with the advantage of a much greater precision. Nicolas Holzschuch, François X. Sillion |
Comput. Graph. Forum | 2 |
| 1997 | Interactive update of global illumination using a line-space hierarchyabstractInteractively manipulating the geometry of complex, globally illuminated scenes has to date proven an elusive goal. Previous attempts have failed to provide interactive updates of global illumination and have not been able to offer well-adapted algorithms controlling the frame rate. The need for such interactive updates of global illumination is becoming increasingly important as the field of application of radiosity algorithms widens. To address this need, we present a novel algorithm which provides interactive update rates of global illumination for complex scenes with moving objects. In the context of clustering for hierarchical radiosity, we introduce the idea of an implicit line-space hierarchy. This hierarchy is realized by augmenting the links between hierarchical elements (clusters or surfaces) with shafts, representing the set of lines passing through the two linked elements. We show how line-space traversal allows rapid identification of modified links, and simultaneous clean... George Drettakis, François X. Sillion |
SIGGRAPH | 2 |
| 1997 | A Million Polygons, a Million Pixels: Which is Heavier?abstractThe impressive progress of rendering software and hardware over the last two decades often leads to the – too rapid – conclusion that high‐quality 3D imagery can now be incorporated in all sorts of applications. Interestingly, these advances allow more and more complex applications to be envisioned: however, an increase in processing power is not necessarily used to treat the same problem faster, but also creates a desire to attack larger problems. In many ways the models for visual simulation or engineering applications grow faster than the graphics systems! recent work on image‐based rendering and modeling shows a growing awareness that traditional 3D methods may not scale well for the current and coming complexity levels. This talk will examine some of the challenges lying ahead for the development of future graphics applications. Specifically, when is it better to use pixels than polygons? when is a 3D model required? how can we mix and match competing approaches? can image‐based approaches help for different applications such as lighting simulations? some issues related to network applications will also be discussed. François X. Sillion |
Comput. Graph. Forum | 1 |
| 1997 | Efficient Impostor Manipulationfor Real-Time Visualization of Urban SceneryabstractUrban environments present unique challenges to interactive visualization systems, because of the huge complexity of the geometrical data and the widely varying visibility conditions. This paper introduces a new framework for real‐time visualisation of such urban scenes. The central concept is that of a dynamic segmentation of the dataset, into a local three‐dimensional model and a set of impostors used to represent distant scenery. A segmentation model is presented, based on inherent urban structure. A new impostor structure is introduced, derived from the level‐of‐detail approach. Impostors combine three‐dimensional geometry to correctly model large depth discontinuities and parallax, and textures to rapidly display visual detail. We present the algorithms necessary for the creation of accurate and efficient three‐dimensional impostors. The implementation of our algorithms allows interactive navigation in complex urban databases, as required by many applications. François X. Sillion, George Drettakis, B. Bodelet |
Comput. Graph. Forum | 1 |
| 1995 | Feature-based control of visibility error: a multi-resolution clustering algorithm for global illuminationabstractArticle Feature-based control of visibility error: a multi-resolution clustering algorithm for global illumination Share on Authors: Fraņois Sillion CNRS, iMAGIS, B.P. 53, 38041 Grenoble Cedex 9, France CNRS, iMAGIS, B.P. 53, 38041 Grenoble Cedex 9, FranceView Profile , George Drettakis ERCIM-INRIA, iMAGIS, B.P. 53, 38041 Grenoble Cedex 9, France ERCIM-INRIA, iMAGIS, B.P. 53, 38041 Grenoble Cedex 9, FranceView Profile Authors Info & Claims SIGGRAPH '95: Proceedings of the 22nd annual conference on Computer graphics and interactive techniquesSeptember 1995 Pages 145–152https://doi.org/10.1145/218380.218434Online:15 September 1995Publication History 30citation420DownloadsMetricsTotal Citations30Total Downloads420Last 12 Months1Last 6 weeks0 Get Citation AlertsNew Citation Alert added!This alert has been successfully added and will be sent to:You will be notified whenever a record that you have chosen has been cited.To manage your alert preferences, click on the button below.Manage my AlertsNew Citation Alert!Please log in to your account Save to BinderSave to BinderCreate a New BinderNameCancelCreateExport CitationPublisher SiteGet Access François X. Sillion, George Drettakis |
SIGGRAPH | 1 |
| 1995 | A Unified Hierarchical Algorithm for Global Illumination with Scattering Volumes and Object ClustersabstractThe paper presents a new radiosity algorithm that allows the simultaneous computation of energy exchanges between surface elements, scattering volume distributions, and groups of surfaces, or object clusters. The new technique is based on a hierarchical formulation of the zonal method, and efficiently integrates volumes and surfaces. In particular no initial linking stage is needed, even for inhomogeneous volumes, thanks to the construction of a global spatial hierarchy. An analogy between object clusters and scattering volumes results in a powerful clustering radiosity algorithm, with no initial linking between surfaces and fast computation of average visibility information through a cluster. We show that the accurate distribution of the energy emitted or received at the cluster level can produce even better results than isotropic clustering at a marginal cost. The resulting algorithm is fast and, more importantly, truly progressive as it allows the quick calculation of approximate solutions with a smooth convergence towards very accurate simulations.> François X. Sillion |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 1991 | Design and simulation of opera lighting and projection effectsabstractA major problem challenging opera designers is the inability to co-ordinate lighting, projection systems, and set designs in the preliminary planning phase. New computer graphics techniques, which provide the set and lighting designer the opportunity to evaluate, test, and control opera designs prior to the construction of full scale systems are presented. These techniques---light source input, simulation of directional lighting, modeling of scenic projection systems, and full three-dimensional simulation---show the potential for the use of computer graphics in theater design.The light source input component consists of a program for assigning light source attributes with a set of theater lighting icons. This module allows a designer to specify light source characteristics in a way familiar to the discipline and to make preliminary evaluations of the lighting conditions.An extended progressive radiosity method is introduced to simulate the directional lighting characteristics which are specified by the input program.A new projection approach is presented to simulate the optical effects of scenic projectors. In addition, a solution to the distortion problem produced by angular projections is described.The above components are integrated to produce full three-dimensional simulations of the global illumination effects in an opera scene. Julie Dorsey, François X. Sillion, Donald P. Greenberg |
SIGGRAPH | 2 |
| 1991 | A comprehensive physical model for light reflectionabstractA new general reflectance model for computer graphics is presented. The model is based on physical optics and describes specular, directional diffuse, and uniform diffuse reflection by a surface. The reflected light pattern depends on wavelength, incidence angle, two surface roughness parameters, and surface refractive index. The formulation is self consistent in terms of polarization, surface roughness, masking/shadowing, and energy. The model applies to a wide range of materials and surface finishes and provides a smooth transition from diffuse-like to specular reflection as the wavelength and incidence angle are increased or the surface roughness is decreased. The model is analytic and suitable for Computer Graphics applications. Predicted reflectance distributions compare favorably with experiment. The model is applied to metallic, nonmetallic, and plastic materials, with smooth and rough surfaces. Xiao D. He, Kenneth E. Torrance, François X. Sillion, Donald P. Greenberg |
SIGGRAPH | 3 |
| 1991 | A global illumination solution for general reflectance distributionsabstractA general light transfer simulation algorithm for environments composed of materials with arbitrary reflectance functions is presented. This algorithm removes the previous practical restriction to ideal specular and/or ideal diffuse environments, and supports complex physically based reflectance distributions, This is accomplished by extending previous two-pass ray-casting radiosity approaches to handle non-uniform intensity distributions, and resolving all possible energy transfers between sample points. An implementation is described based on a spherical harmonic decomposition for encoding both bidirectional reflectance distribution functions for materials, and directional intensity distributions for illuminated surfaces. The method compares favorably with experimental measurements. François X. Sillion, James Arvo, Stephen H. Westin, Donald P. Greenberg |
SIGGRAPH | 1 |
| 1990 | Improving interaction with radiosity-based lighting simulation programsabstractWe describe the main algorithms used in an interactive lighting simulation program based on a two-pass extension of the radiosity method. The system allows interactive walk-through as other systems based on radiosity calculations. Moreover, it offers increased realism in the lighting effects by use of extended form factors which accounts for "specular reflection of diffuse light", fast production and display of progressively refined images by distribution of the calculations, good quality of the images in the early stages of the refinement by the use of "hardware light sources", "cheap" rendering of some of the specular highlights at any time by use of the built-in specular shading model, lighting modification (color, intensity of the light sources) by use of "negative light", fast simulation of mirror effects and interactive tools for controling the quality of the final image. Claude Puech, François X. Sillion, Christophe Vedel |
I3D | 2 |
| 1989 | A general two-pass method integrating specular and diffuse reflectionabstractWe analyse some recent approaches to the global illumination problem by introducing the corresponding reflection operators, and we demonstrate the advantages of a two-pass method. A generalization of the system introduced by Wallace et al. at Siggraph '87 to integrate diffuse as well as specular effects is presented. It is based on the calculation of extended form-factors, which allows arbitrary geometries to be used in the scene description, as well as refraction effects. We also present a new sampling method for the calculation of form-factors, which is an alternative to the hemi-cube technique introduced by Cohen and Greenberg for radiosity calculations. This method is particularly well suited to the extended form-factors calculation. The problem of interactive display of the picture being created is also addressed by using hardware-assisted projections and image composition to recreate a complete specular view of the scene. François X. Sillion, Claude Puech |
SIGGRAPH | 1 |