VLDB 2026 Research / reviewers in the wild / expert
Pascal Barla
dblp:29/3322
· DBLP profile ↗
35ranked-venue papers
3as first author
13since 2021 · last 2026
0000-0003-2844-6656ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 34 · 3 first-author · 12 since 2021Human-computer interaction and ubiquitous computing · 3 · 2 since 2021Artificial intelligence and machine learning · 1 · 1 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | A Discrete Polydisperse Anisotropic BSDF Model based on the Micrograin FrameworkabstractAbstract We introduce a discrete polydisperse micrograin BSDF model for the rendering of porous surface materials composed of microscopic elements of different size, shape and reflectance distributed on a bulk medium. Our approach generalizes the anisotropic monodisperse micrograin model We first reformulate it in a non‐axis‐aligned configuration, allowing for the later combination of different micrograin types elongated in arbitrary directions. We then extend the monodisperse model to the polydisperse case, deriving its three key components: (i) a general filling factor that controls the mix between micrograins and the bulk medium; (ii) an exact normal distribution function for surfaces composed of polydisperse micrograin distributions; and (iii) the corresponding fully‐correlated shadowing and masking term. This results in an analytical single‐scattering BSDF for discrete polydisperse surface materials, validated over ground truth simulations, for which we also derive a dedicated importance sampling procedure. Our model supports varying heights and anisotropy orientations of different micrograin types as input, giving additional control to simulate phenomena like retro‐reflection from mixed materials, color mixture depending on lighting and observation directions, multiple directions of anisotropy, etc. Kewei Xu, Simon Lucas 0002, Mickaël Ribardière, Benjamin Bringier, Pascal Barla |
Comput. Graph. Forum | 5 |
| 2025 | Trajectory-aware Smears for Stylized 3D AnimationsabstractSmearing is an essential effect to expressively convey motion in stylized animations. In this paper, we extend the method of Basset et al. [2024] to better emphasize the main motion’s trajectory of an object when generating elongated in-betweens, i.e., when stretching a 3D object along its trajectory to cover adjacent frames. This limits visual artifacts such as intersections that typically occur when trajectories self-overlap due to local rotations or abrupt changes of direction (trajectories with high curvatures or even discontinuities at contacts). We address these cases with minor computational and memory overheads, and offer enhanced impact expressiveness by combining smear and squash-and-stretch effects at collisions. Lou Tremolieres, Jean Basset, Pierre Bénard, Pascal Barla |
MIG | 4 |
| 2025 | Inbetweening with occlusions for non-linear rough 2D animationabstractRepresenting 3D motion and depth through 2D animated drawings is a notoriously difficult task, requiring time and expertise when done by hand. Artists must pay particular attention to occlusions and how they evolve through time, a tedious process. Computer-assisted inbetweening methods such as cut-out animation tools allow for such occlusions to be handled beforehand using a 2D rig, at the expense of flexibility and artistic expression. In this work, we extend the more flexible 2D animation framework of Even et al., (2023) to handle occlusions. We do so by retaining three key properties of their system that are crucial to speed-up the animation process: input rough drawings, real-time preview, and non-linear animation editing. Our contribution is two-fold: a fast method to compute 2D masks from rough drawings with a semi-automatic dynamic layout system for occlusions between drawing parts; and a method to both automatically and manually control the dynamic visibility of strokes for self-occlusions. Such controls are not available in any traditional 2D animation software especially with rough drawings. Our system helps artists produce convincing 3D-like 2D animations, including head turns, foreshortening effects, out-of-plane rotations, overlapping volumes and even transparency. • We extend the system of Even et al., (2023) to support 3D-like occlusions. • Masks for drawing parts are automatically computed and updated in real-time. • Dynamic layout changes between key drawings are controlled via semi-automatic tools. • Self-occlusions are produced via editable stroke visibility thresholds. • Our system is evaluated on several use cases and compared to Even et al., (2023). Melvin Even, Pierre Bénard, Pascal Barla |
Comput. Graph. | 3 |
| 2025 | Importance Sampling of the Micrograin Visible NDFabstractAbstract Importance sampling of visible normal distribution functions (vNDF) is a required ingredient for the efficient rendering of microfacet‐based materials. In this paper, we explain how to sample the vNDF for the micrograin material model [LRPB23], which has been recently improved to handle height‐normal correlations through a new Geometric Attenuation Factor (GAF) [LRPB24], leading to a stronger impact on appearance compared to the earlier Smith approximation. To this end, we make two contributions: we derive analytic expressions for the marginal and conditional cumulative distribution functions (CDFs) of the vNDF; we provide efficient methods for inverting these CDFs based respectively on a 2D lookup table and on the triangle‐cut method [Hei20]. Simon Lucas 0002, Romain Pacanowski, Pascal Barla |
Comput. Graph. Forum | 3 |
| 2024 | Non-Orthogonal Reduction for Rendering Fluorescent Materials in Non-Spectral EnginesabstractAbstract We propose a method to accurately handle fluorescence in a non‐spectral (e.g., tristimulus) rendering engine, showcasing color‐shifting and increased luminance effects. Core to our method is a principled reduction technique that encodes the reradiation into a low‐dimensional matrix working in the space of the renderer's Color Matching Functions (CMFs). Our process is independent of a specific CMF set and allows for the addition of a non‐visible ultraviolet band during light transport. Our representation visually matches full spectral light transport for measured fluorescent materials even for challenging illuminants. Alban Fichet, Laurent Belcour, Pascal Barla |
Comput. Graph. Forum | 3 |
| 2024 | Interactive Exploration of Vivid Material Iridescence using Bragg MirrorsabstractAbstract Many animals, plants or gems exhibit iridescent material appearance in nature. These are due to specific geometric structures at scales comparable to visible wavelengths, yielding so‐called structural colors. The most vivid examples are due to photonic crystals, where a same structure is repeated in one, two or three dimensions, augmenting the magnitude and complexity of interference effects. In this paper, we study the appearance of 1D photonic crystals (repetitive pairs of thin films), also called Bragg mirrors. Previous work has considered the effect of multiple thin films using the classical transfer matrix approach, which increases in complexity when the number of repetitions increases. Our first contribution is to introduce a more efficient closed‐form reflectance formula [Yeh88] for Bragg mirror reflectance to the Graphics community, as well as an approximation that lends itself to efficient spectral integration for RGB rendering. We then explore the appearance of stacks made of rough Bragg layers. Here our contribution is to show that they may lead to a ballistic transmission, significantly speeding up position‐free rendering and leading to an efficient single‐reflection BRDF model. Gary Fourneau, Romain Pacanowski, Pascal Barla |
Comput. Graph. Forum | 3 |
| 2024 | A Fully-correlated Anisotropic Micrograin BSDF ModelabstractWe introduce an improved version of the micrograin BSDF model [Lucas et al. 2023] for the rendering of anisotropic porous layers. Our approach leverages the properties of micrograins to take into account the correlation between their height and normal, as well as the correlation between the light and view directions. This allows us to derive an exact analytical expression for the Geometrical Attenuation Factor (GAF), summarizing shadowing and masking inside the porous layer. This fully-correlated GAF is then used to define appropriate mixing weights to blend the BSDFs of the porous and base layers. Furthermore, by generalizing the micrograins shape to anisotropy, combined with their fully-correlated GAF, our improved BSDF model produces effects specific to porous layers such as retro-reflection visible on dust layers at grazing angles or height and color correlation that can be found on rusty materials. Finally, we demonstrate very close matches between our BSDF model and light transport simulations realized with explicit instances of micrograins, thus validating our model. Simon Lucas 0002, Mickaël Ribardière, Romain Pacanowski, Pascal Barla |
ACM Trans. Graph. | 4 |
| 2023 | FlavoMetrics: Towards a Digital Tool to Understand and Tune Living Aesthetics of FlavobacteriaabstractIntegrating microorganisms into artefacts is a growing area of interest for HCI designers. However, the time, resources, and knowledge required to understand complex microbial behaviour limits designers from creatively exploring temporal expressions in living artefacts, i.e., living aesthetics. Bridging biodesign and computer graphics, we developed FlavoMetrics, an interactive digital tool that supports biodesigners in exploring Flavobacteria's living aesthetics. This open-source tool enables designers to virtually inoculate bacteria and manipulate stimuli to tune Flavobacteria's living colour in a digital environment. Six biodesigners evaluated the tool and reflected on its implications for their practices, for example, in (1) understanding spatio-temporal qualities of microorganisms beyond 2D, (2) biodesign education, and (3) the experience prototyping of living artefacts. With FlavoMetrics, we hope to inspire novel HCI tools for accessible and time- and resource-efficient biodesign as well as for better alignment with divergent microbial temporalities in living with living artefacts. Clarice Risseeuw, Jose Francisco Martinez Castro, Pascal Barla, Elvin Karana |
Conference on Designing Interactive Systems | 3 |
| 2023 | A Micrograin BSDF Model for the Rendering of Porous LayersabstractWe introduce a new BSDF model for the rendering of porous layers, as found on surfaces covered by dust, rust, dirt, or sprayed paint. Our approach is based on a distribution of elliptical opaque micrograins, extending the Trowbridge-Reitz (GGX) distribution [Trowbridge and Reitz 1975; Walter et al. 2007] to handle pores (i.e., spaces between micrograins). We use distance field statistics to derive the corresponding Normal Distribution Function (NDF) and Geometric Attenuation Factor (GAF), as well as a view- and light-dependent filling factor to blend between the porous and base layers. All the derived terms show excellent agreement when compared against numerical simulations. Simon Lucas 0002, Mickaël Ribardière, Romain Pacanowski, Pascal Barla |
SIGGRAPH Asia | 4 |
| 2023 | One-to-Many Spectral Upsampling of Reflectances and TransmittancesabstractAbstract Spectral rendering is essential for the production of physically‐plausible synthetic images, but requires to introduce several changes in the content generation pipeline. In particular, the authoring of spectral material properties (e.g., albedo maps, indices of refraction, transmittance coefficients) raises new problems. While a large panel of computer graphics methods exists to upsample a RGB color to a spectrum, they all provide a one‐to‐one mapping. This limits the ability to control interesting color changes such as the Usambara effect or metameric spectra. In this work, we introduce a one‐to‐many mapping in which we show how we can explore the set of all spectra reproducing a given input color. We apply this method to different colour changing effects such as vathochromism – the change of color with depth, and metamerism. Laurent Belcour, Pascal Barla, Gaël Guennebaud |
Comput. Graph. Forum | 2 |
| 2023 | Efficient Interpolation of Rough Line DrawingsabstractAbstract In traditional 2D animation, sketches drawn at distant keyframes are used to design motion, yet it would be far too labor‐intensive to draw all the inbetween frames to fully visualize that motion. We propose a novel efficient interpolation algorithm that generates these intermediate frames in the artist's drawing style. Starting from a set of registered rough vector drawings, we first generate a large number of candidate strokes during a pre‐process, and then, at each intermediate frame, we select the subset of those that appropriately conveys the underlying interpolated motion, interpolates the stroke distributions of the key drawings, and introduces a minimum amount of temporal artifacts. In addition, we propose quantitative error metrics to objectively evaluate different stroke selection strategies. We demonstrate the potential of our method on various animations and drawing styles, and show its superiority over competing raster‐ and vector‐based methods. Jiazhou Chen 0002, Xinding Zhu, Melvin Even, Jean Basset, Pierre Bénard, Pascal Barla |
Comput. Graph. Forum | 6 |
| 2023 | Non-linear Rough 2D Animation using Transient EmbeddingsabstractAbstract Traditional 2D animation requires time and dedication since tens of thousands of frames need to be drawn by hand for a typical production. Many computer‐assisted methods have been proposed to automatize the generation of inbetween frames from a set of clean line drawings, but they are all limited by a rigid workflow and a lack of artistic controls, which is in the most part due to the one‐to‐one stroke matching and interpolation problems they attempt to solve. In this work, we take a novel view on those problems by focusing on an earlier phase of the animation process that uses rough drawings (i.e., sketches). Our key idea is to recast the matching and interpolation problems so that they apply to transient embeddings, which are groups of strokes that only exist for a few keyframes. A transient embedding carries strokes between keyframes both forward and backward in time through a sequence of transformed lattices. Forward and backward strokes are then cross‐faded using their thickness to yield rough inbetweens. With our approach, complex topological changes may be introduced while preserving visual motion continuity. As demonstrated on state‐of‐the‐art 2D animation exercises, our system provides unprecedented artistic control through the non‐linear exploration of movements and dynamics in real‐time. Melvin Even, Pierre Bénard, Pascal Barla |
Comput. Graph. Forum | 3 |
| 2021 | An inverse method for the exploration of layered material appearanceabstractLayered materials exhibit a wide range of appearance, due to the combined effects of absorption and scattering at and between interfaces. Yet most existing approaches let users set the physical parameters of all layers by hand, a process of trial and error. We introduce an inverse method that provides control over BRDF lobe properties of layered materials, while automatically retrieving compatible physical parameters. Our method permits to explore the space of layered material appearance: it lets users find configurations with nearly indistinguishable appearance, isolate grazing angle effects, and give control over properties such as the color, blur or haze of reflections. Mégane Bati, Pascal Barla, Romain Pacanowski |
ACM Trans. Graph. | 2 |
| 2018 | A Composite BRDF Model for Hazy GlossabstractAbstract We introduce a bidirectional reflectance distribution function (BRDF) model for the rendering of materials that exhibit hazy reflections, whereby the specular reflections appear to be flanked by a surrounding halo. The focus of this work is on artistic control and ease of implementation for real‐time and off‐line rendering. We propose relying on a composite material based on a pair of arbitrary BRDF models; however, instead of controlling their physical parameters, we expose perceptual parameters inspired by visual experiments [ VBF17 ]. Our main contribution then consists in a mapping from perceptual to physical parameters that ensures the resulting composite BRDF is valid in terms of reciprocity, positivity and energy conservation. The immediate benefit of our approach is to provide direct artistic control over both the intensity and extent of the haze effect, which is not only necessary for editing purposes, but also essential to vary haziness spatially over an object surface. Our solution is also simple to implement as it requires no new importance sampling strategy and relies on existing BRDF models. Such a simplicity is key to approximating the method for the editing of hazy gloss in real‐time and for compositing. Pascal Barla, Romain Pacanowski, Peter Vangorp |
Comput. Graph. Forum | 1 |
| 2017 | A practical extension to microfacet theory for the modeling of varying iridescenceabstractIn this work, we introduce an extension to microfacet theory for the rendering of iridescent effects caused by thin-films of varying thickness (such as oil, grease, alcohols, etc) on top of an arbitrarily rough base layer. Our material model is the first to produce a consistent appearance between tristimulus (e.g., RGB) and spectral rendering engines by analytically pre-integrating its spectral response. The proposed extension works with any microfacet-based model: not only on reflection over dielectrics or conductors, but also on transmission through dielectrics. We adapt its evaluation to work in multi-scale rendering contexts, and we expose parameters enabling artistic control over iridescent appearance. The overhead compared to using the classic Fresnel reflectance or transmittance terms remains reasonable enough for practical uses in production. Laurent Belcour, Pascal Barla |
ACM Trans. Graph. | 2 |
| 2017 | Example-based expressive animation of 2D rigid bodiesabstractWe present a novel approach to facilitate the creation of stylized 2D rigid body animations. Our approach can handle multiple rigid objects following complex physically-simulated trajectories with collisions, while retaining a unique artistic style directly specified by the user. Starting with an existing target animation (e.g., produced by a physical simulation engine) an artist interactively draws over a sparse set of frames, and the desired appearance and motion stylization is automatically propagated to the rest of the sequence. The stylization process may also be performed in an off-line batch process from a small set of drawn sequences. To achieve these goals, we combine parametric deformation synthesis that generalizes and reuses hand-drawn exemplars, with non-parametric techniques that enhance the hand-drawn appearance of the synthesized sequence. We demonstrate the potential of our method on various complex rigid body animations which are created with an expressive hand-drawn look using notably less manual interventions as compared to traditional techniques. Marek Dvoroznák, Pierre Bénard, Pascal Barla, Oliver Wang, Daniel Sýkora |
ACM Trans. Graph. | 3 |
| 2016 | Multi-scale rendering of scratched materials using a structured SV-BRDF modelabstractWe introduce a Spatially-Varying BRDF model tailored to the multi-scale rendering of scratched materials such as metals, plastics or finished woods. Our approach takes advantage of the regular structure of scratch distributions to achieve high performance without compromising visual quality. We provide users with controls over the profile, micro-BRDF, density and orientation of scratches, while updating our material model at interactive rates. The BRDF for a single scratch is simulated using an optimized 2D ray-tracer and compactly stored in a three-component 2D texture. In contrast to existing models, our approach takes into account all interreflections inside a scratch, including Fresnel effects. At render time, the SV-BRDF for the scratch distribution under a pixel or ray footprint is obtained by linear combination of individual scratch BRDFs. We show how to evaluate it using both importance and light sampling, in direct and global illumination settings. Boris Raymond, Gaël Guennebaud, Pascal Barla |
ACM Trans. Graph. | 3 |
| 2016 | Flow-guided warping for image-based shape manipulationabstractWe present an interactive method that manipulates perceived object shape from a single input color image thanks to a warping technique implemented on the GPU. The key idea is to give the illusion of shape sharpening or rounding by exaggerating orientation patterns in the image that are strongly correlated to surface curvature. We build on a growing literature in both human and computer vision showing the importance of orientation patterns in the communication of shape, which we complement with mathematical relationships and a statistical image analysis revealing that structure tensors are indeed strongly correlated to surface shape features. We then rely on these correlations to introduce a flow-guided image warping algorithm, which in effect exaggerates orientation patterns involved in shape perception. We evaluate our technique by 1) comparing it to ground truth shape deformations, and 2) performing two perceptual experiments to assess its effects. Our algorithm produces convincing shape manipulation results on synthetic images and photographs, for various materials and lighting environments. Romain Vergne, Pascal Barla, Georges-Pierre Bonneau, Roland W. Fleming |
ACM Trans. Graph. | 2 |
| 2014 | Optimizing BRDF orientations for the manipulation of anisotropic highlightsabstractAbstract This paper introduces a system for the direct editing of highlights produced by anisotropic BRDFs, which we call anisotropic highlights. We first provide a comprehensive analysis of the link between the direction of anisotropy and the shape of highlight curves for arbitrary object surfaces. The gained insights provide the required ingredients to infer BRDF orientations from a prescribed highlight tangent field. This amounts to a non‐linear optimization problem, which is solved at interactive framerates during manipulation. Taking inspiration from sculpting software, we provide tools that give the impression of manipulating highlight curves while actually modifying their tangents. Our solver produces desired highlight shapes for a host of lighting environments and anisotropic BRDFs. Boris Raymond, Gaël Guennebaud, Pascal Barla, Romain Pacanowski, Xavier Granier |
Comput. Graph. Forum | 3 |
| 2013 | Non-Oriented MLS Gradient FieldsabstractAbstract We introduce a new approach for defining continuous non‐oriented gradient fields from discrete inputs, a fundamental stage for a variety of computer graphics applications such as surface or curve reconstruction, and image stylization. Our approach builds on a moving least square formalism that computes higher‐order local approximations of non‐oriented input gradients. In particular, we show that our novel isotropic linear approximation outperforms its lower‐order alternative: surface or image structures are much better preserved, and instabilities are significantly reduced. Thanks to its ease of implementation (on both CPU and GPU) and small performance overhead, we believe our approach will find a widespread use in graphics applications, as demonstrated by the variety of our results. Jiazhou Chen 0002, Gaël Guennebaud, Pascal Barla, Xavier Granier |
Comput. Graph. Forum | 3 |
| 2012 | Surface Relief Analysis for Illustrative ShadingabstractAbstract In this paper, we present an analysis technique that leverages the complexity found in detailed 3D models for illustrative shading purposes. Given a smooth base surface with relief, it locates relief features (concavities, convexities and inflections) around each surface point and at multiple scales, using cubic‐polynomial fitting. This object‐space, per‐vertex information is then used to guide a variety of shading techniques including normal enhancement, feature visualization, accessibility shading and radiance scaling. Thanks to this approach, features at multiple scales are easily combined, filtered and shaded, allowing users to explore surface relief in real‐time. Lucas Ammann, Pascal Barla, Gaël Guennebaud, Xavier Granier, Patrick Reuter |
Comput. Graph. Forum | 2 |
| 2012 | Growing Least Squares for the Analysis of Manifolds in Scale-SpaceabstractAbstract We present a novel approach to the multi‐scale analysis of point‐sampled manifolds of co‐dimension 1. It is based on a variant of Moving Least Squares, whereby the evolution of a geometric descriptor at increasing scales is used to locate pertinent locations in scale‐space, hence the name “Growing Least Squares”. Compared to existing scale‐space analysis methods, our approach is the first to provide acontinuoussolution in space and scale dimensions, without requiring any parametrization, connectivity or uniform sampling. An important implication is that we identifymultiple pertinentscales for any point on a manifold, a property that had not yet been demonstrated in the literature. In practice, our approach exhibits an improved robustness to change of input, and is easily implemented in a parallel fashion on the GPU. We compare our method to state‐of‐the‐art scale‐space analysis techniques and illustrate its practical relevance in a few application scenarios. Nicolas Mellado, Gaël Guennebaud, Pascal Barla, Patrick Reuter, Christophe Schlick |
Comput. Graph. Forum | 3 |
| 2012 | A vectorial solver for free-form vector gradientsabstractThe creation of free-form vector drawings has been greatly improved in recent years with techniques based on (bi)-harmonic interpolation. Such methods offer the best trade-off between sparsity (keeping the number of control points small) and expressivity (achieving complex shapes and gradients). In this paper, we introduce a vectorial solver for the computation of free-form vector gradients. Based on Finite Element Methods (FEM), its key feature is to output a low-level vector representation suitable for very fast GPU accelerated rasterization and close-form evaluation. This intermediate representation is hidden from the user: it is dynamically updated using FEM during drawing when control points are edited. Since it is output-insensitive, our approach enables novel possibilities for (bi)-harmonic vector drawings such as instancing, layering, deformation, texture and environment mapping. Finally, in this paper we also generalize and extend the set of drawing possibilities. In particular, we show how to locally control vector gradients. Simon Boyé, Pascal Barla, Gaël Guennebaud |
ACM Trans. Graph. | 2 |
| 2012 | Surface flows for image-based shading designabstractWe present a novel method for producing convincing pictures of shaded objects based entirely on 2D image operations. This approach, which we call image-based shading design , offers direct artistic control in the picture plane by deforming image primitives so that they appear to conform to specific 3D shapes. Using a differential analysis of reflected radiance, we identify the two types of surface flows involved in the depiction of shaded objects, which are consistent with recent perceptual studies. We then introduce two novel deformation operators that closely mimic surface flows while providing direct artistic controls in real-time. Romain Vergne, Pascal Barla, Roland W. Fleming, Xavier Granier |
ACM Trans. Graph. | 2 |
| 2011 | Implicit Brushes for Stylized Line-based RenderingabstractAbstract We introduce a new technique called Implicit Brushes to render animated 3D scenes with stylized lines in realtime with temporal coherence. An Implicit Brush is defined at a given pixel by the convolution of a brush footprint along a feature skeleton; the skeleton itself is obtained by locating surface features in the pixel neighborhood. Features are identified via image‐space fitting techniques that not only extract their location, but also their profile, which permits to distinguish between sharp and smooth features. Profile parameters are then mapped to stylistic parameters such as brush orientation, size or opacity to give rise to a wide range of line‐based styles. Romain Vergne, David Vanderhaeghe, Jiazhou Chen 0002, Pascal Barla, Xavier Granier, Christophe Schlick |
Comput. Graph. Forum | 4 |
| 2011 | Improving Shape Depiction under Arbitrary RenderingabstractBased on the observation that shading conveys shape information through intensity gradients, we present a new technique called Radiance Scaling that modifies the classical shading equations to offer versatile shape depiction functionalities. It works by scaling reflected light intensities depending on both surface curvature and material characteristics. As a result, diffuse shading or highlight variations become correlated with surface feature variations, enhancing concavities and convexities. The first advantage of such an approach is that it produces satisfying results with any kind of material for direct and global illumination: we demonstrate results obtained with Phong and Ashikmin-Shirley BRDFs, Cartoon shading, sub-Lambertian materials, perfectly reflective or refractive objects. Another advantage is that there is no restriction to the choice of lighting environment: it works with a single light, area lights, and interreflections. Third, it may be adapted to enhance surface shape through the use of precomputed radiance data such as Ambient Occlusion, Prefiltered Environment Maps or Lit Spheres. Finally, our approach works in real time on modern graphics hardware making it suitable for any interactive 3D visualization. Romain Vergne, Romain Pacanowski, Pascal Barla, Xavier Granier, Christophe Schlick |
IEEE Trans. Vis. Comput. Graph. | 3 |
| 2010 | Radiance Scaling for versatile surface enhancementabstractWe present a novel technique called Radiance Scaling for the depiction of surface shape through shading. It adjusts reflected light intensities in a way dependent on both surface curvature and material characteristics. As a result, diffuse shading or highlight variations become correlated to surface feature variations, enhancing surface concavities and convexities. This approach is more versatile compared to previous methods. First, it produces satisfying results with any kind of material: we demonstrate results obtained with Phong and Ashikmin BRDFs, Cartoon shading, sub-Lambertian materials, and perfectly reflective or refractive objects. Second, it imposes no restriction on lighting environment: it does not require a dense sampling of lighting directions and works even with a single light. Third, it makes it possible to enhance surface shape through the use of precomputed radiance data such as Ambient Occlusion, Prefiltered Environment Maps or Lit Spheres. Our novel approach works in real-time on modern graphics hardware. Romain Vergne, Romain Pacanowski, Pascal Barla, Xavier Granier, Christophe Schlick |
SI3D | 3 |
| 2009 | N-way morphing for 2D animationabstractAbstract We present a novel approach to the creation of varied animations from a small set of simple 2D input shapes. Instead of providing a new 2D shape for each keyframe of an animation sequence, we interpolate between a few example shapes in a reduced pose‐space. Similar approaches have been presented in the past, but were restricted in the types of input or range of deformations allowed. In order to address these limitations, we reformulate the problem as an N‐way morphing process on 2D input bitmap or vector graphics. Our formulation includes an N‐way mapping technique, an efficient, rigidity preserving nonlinear blending function, improved extrapolation and a novel scattered data interpolation technique to manage the reduced pose‐space. The resulting animations are correlated to paths in the reduced pose‐space, allowing users to intuitively and interactively control temporal behaviours with simple gestures. We demonstrate our techniques in several example animations. Copyright © 2009 John Wiley & Sons, Ltd. William V. Baxter III, Pascal Barla, Ken Anjyo |
Comput. Animat. Virtual Worlds | 2 |
| 2009 | Light warping for enhanced surface depictionabstractRecent research on the human visual system shows that our perception of object shape relies in part on compression and stretching of the reflected lighting environment onto its surface. We use this property to enhance the shape depiction of 3D objects by locally warping the environment lighting around main surface features. Contrary to previous work, which require specific illumination, material characteristics and/or stylization choices, our approach enhances surface shape without impairing the desired appearance. Thanks to our novel local shape descriptor, salient surface features are explicitly extracted in a view-dependent fashion at various scales without the need of any pre-process. We demonstrate our system on a variety of rendering settings, using object materials ranging from diffuse to glossy, to mirror or refractive, with direct or global illumination, and providing styles that range from photorealistic to non-photorealistic. The warping itself is very fast to compute on modern graphics hardware, enabling real-time performance in direct illumination scenarios. Note: Third-Party Material Attribution Third-party material used in ACM Transactions on Graphics 28(3), Article 25 - "Light Warping for Enhanced Surface Depiction," by Vergne, Pacanowski, Barla, Granier, and Schlick - was used without proper attribution. The 3D model used in Figures 1, 3, and 5, as well as in the cover image of this volume of the journal, was downloaded from the Shape Repository of AIM@SHAPE Project (http://shapes.aimatshape.net) and is the property of CNR-IMATI. We regret this oversight. Romain Vergne, Romain Pacanowski, Pascal Barla, Xavier Granier, Christophe Schlick |
ACM Trans. Graph. | 3 |
| 2009 | Compatible Embedding for 2D Shape AnimationabstractWe present new algorithms for the compatible embedding of 2D shapes. Such embeddings offer a convenient way to interpolate shapes having complex, detailed features. Compared to existing techniques, our approach requires less user input, and is faster, more robust, and simpler to implement, making it ideal for interactive use in practical applications. Our new approach consists of three parts. First, our boundary matching algorithm locates salient features using the perceptually motivated principles of scale-space and uses these as automatic correspondences to guide an elastic curve matching algorithm. Second, we simplify boundaries while maintaining their parametric correspondence and the embedding of the original shapes. Finally, we extend the mapping to shapes' interiors via a new compatible triangulation algorithm. The combination of our algorithms allows us to demonstrate 2D shape interpolation with instant feedback. The proposed algorithms exhibit a combination of simplicity, speed, and accuracy that has not been achieved in previous work. William V. Baxter III, Pascal Barla, Ken Anjyo |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2008 | Diffusion curves: a vector representation for smooth-shaded imagesabstractWe describe a new vector-based primitive for creating smooth-shaded images, called the diffusion curve . A diffusion curve partitions the space through which it is drawn, defining different colors on either side. These colors may vary smoothly along the curve. In addition, the sharpness of the color transition from one side of the curve to the other can be controlled. Given a set of diffusion curves, the final image is constructed by solving a Poisson equation whose constraints are specified by the set of gradients across all diffusion curves. Like all vector-based primitives, diffusion curves conveniently support a variety of operations, including geometry-based editing, keyframe animation, and ready stylization. Moreover, their representation is compact and inherently resolution-independent. We describe a GPU-based implementation for rendering images defined by a set of diffusion curves in realtime. We then demonstrate an interactive drawing system for allowing artists to create artworks using diffusion curves, either by drawing the curves in a freehand style, or by tracing existing imagery. The system is simple and intuitive: we show results created by artists after just a few minutes of instruction. Furthermore, we describe a completely automatic conversion process for taking an image and turning it into a set of diffusion curves that closely approximate the original image content. Alexandrina Orzan, Adrien Bousseau, Holger Winnemöller, Pascal Barla, Joëlle Thollot, David Salesin |
ACM Trans. Graph. | 4 |
| 2007 | Dynamic Point Distribution for Stroke-based Rendering
David Vanderhaeghe, Pascal Barla, Joëlle Thollot, François X. Sillion |
Rendering Techniques | 2 |
| 2007 | Dynamic 2D patterns for shading 3D scenesabstractWe describe a new way to render 3D scenes in a variety of non-photorealistic styles, based on patterns whose structure and motion are defined in 2D. In doing so, we sacrifice the ability of patterns that wrap onto 3D surfaces to convey shape through their structure and motion. In return, we gain several advantages, chiefly that 2D patterns are more visually abstract - a quality often sought by artists, which explains their widespread use in hand-drawn images. Extending such styles to 3D graphics presents a challenge: how should a 2D pattern move? Our solution is to transform it each frame by a 2D similarity transform that closely follows the underlying 3D shape. The resulting motion is often surprisingly effective, and has a striking cartoon quality that matches the visual style. Simon Breslav, Karol Szerszen, Lee Markosian, Pascal Barla, Joëlle Thollot |
ACM Trans. Graph. | 4 |
| 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 | 1 |
| 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 | 1 |