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Pascal Guehl

dblp:272/0700 · DBLP profile ↗
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4ranked-venue papers
2as first author
3since 2021 · last 2025
0000-0002-6387-6355ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 4 · 2 first-author · 3 since 2021Artificial intelligence and machine learning · 1 · 1 since 2021

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

Computer graphics and multimedia
1 paper
Rendering · 91% Visual content generation and editing · 9%

Topics — the 4 heaviest of 4, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Rendering
appearance modeling
0.912025
Multi-Dimensional Procedural Wave Noise · ACM Trans. Graph. 2025
Rendering › procedural texture synthesis
procedural noise
0.912025
Multi-Dimensional Procedural Wave Noise · ACM Trans. Graph. 2025
Rendering › texture mapping
solid texture
0.912025
Multi-Dimensional Procedural Wave Noise · ACM Trans. Graph. 2025
Visual content generation and editing
style transfer
0.312025
Multi-Dimensional Procedural Wave Noise · ACM Trans. Graph. 2025

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

inverse fourier transform · 0.9hyperplanar wave functions · 0.9
YearPublicationVenuePosition
2025 Multi-Dimensional Procedural Wave Noise
abstract
While precise spectral control can be achieved through sparse convolution, corresponding state of the art noise models are typically too expensive for solid noise. We introduce an alternative, wave-based procedural noise model, fast enough to be used in any dimension. We express the noise in the spectral domain and then apply an inverse Fourier transform (FT), requiring the computation of a multidimensional integral. Our contribution is a novel, efficient way to perform this computation, using a sum of precomputed complex-valued hyperplanar wave-functions, oriented in random directions. We show that using suitable wave profiles and combination operators, our model is able to extend to 3D a number of Gaussian and non-Gaussian noises, including Gabor, by-example and Phasor noises, as well as generate novel cellular noises. Our versatile and controllable solid noise model is very compact, a key feature for complex power spectrum and animated noises. We illustrate this through the design of 2D, 3D, and 3D+t materials using color, transparency and style transfer functions.
Pascal Guehl, Rémi Allègre, Guillaume Gilet, Basile Sauvage, Marie-Paule Cani, Jean-Michel Dischler
ACM Trans. Graph.1
2024 Expressive Animation Retiming from Impulse-Based Gestures
abstract
We present a method for retiming existing 3D animations able to handle seamlessly arbitrary impulse-like user gestures, thus enabling expressive video-based control inspired from common review sessions used in animation studios. The approach works in recording two videos with fast, impulse-based, gestures: one synchronized with the existing 3D animation and another featuring a new time sequence. We then propose an automatic generation of a modified 3D animation retimed to match the sequences of the second video. To this end, we introduce a robust and automatic method relying on Dynamic Time Warping able to compute the sequential correspondence between the timings of the impulse gestures. The method can adapt to various individual gestures without requiring dedicated learning, and can take into account the semantic integrity of the original 3D animation after retiming.
Marie Bienvenu, Pascal Guehl, Quentin Auger, Damien Rohmer
MIG2
2024 DynBioSketch: A tool for sketching dynamic visual summaries in biology, and its application to infection phenomena
Pauline Olivier, Tara Butler, Pascal Guehl, Jean-Luc Coll, Renaud Chabrier, Pooran Memari, Marie-Paule Cani
Comput. Graph.3
2020 Semi-Procedural Textures Using Point Process Texture Basis Functions
abstract
Abstract We introduce a novel semi‐procedural approach that avoids drawbacks of procedural textures and leverages advantages of data‐driven texture synthesis. We split synthesis in two parts: 1) structure synthesis, based on a procedural parametric model and 2) color details synthesis, being data‐driven. The procedural model consists of a generic Point Process Texture Basis Function (PPTBF), which extends sparse convolution noises by defining rich convolution kernels. They consist of a window function multiplied with a correlated statistical mixture of Gabor functions, both designed to encapsulate a large span of common spatial stochastic structures, including cells, cracks, grains, scratches, spots, stains, and waves. Parameters can be prescribed automatically by supplying binary structure exemplars. As for noise‐based Gaussian textures, the PPTBF is used as stand‐alone function, avoiding classification tasks that occur when handling multiple procedural assets. Because the PPTBF is based on a single set of parameters it allows for continuous transitions between different visual structures and an easy control over its visual characteristics. Color is consistently synthesized from the exemplar using a multiscale parallel texture synthesis by numbers, constrained by the PPTBF. The generated textures are parametric, infinite and avoid repetition. The data‐driven part is automatic and guarantees strong visual resemblance with inputs.
Pascal Guehl, Rémi Allègre, Jean-Michel Dischler, Bedrich Benes, Eric Galin
Comput. Graph. Forum1