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Eric Bruneton

dblp:29/528 · DBLP profile ↗
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12ranked-venue papers
8as first author
0since 2021 · last 2017
0000-0002-3480-2971ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 9 · 6 first-authorSoftware engineering, systems software and programming languages · 3 · 2 first-authorHuman-computer interaction and ubiquitous computing · 1

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
3 papers
Rendering · 46% Computational photography and imaging · 23% Computer animation and physical simulation · 10%

Topics — the 7 heaviest of 7, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Rendering
physically based rendering
0.312017
A Qualitative and Quantitative Evaluation of 8 Clear Sky Models · IEEE Trans. Vis. Comput. Graph. 2017
Computational photography and imaging › illumination modeling
sky model
0.312017
A Qualitative and Quantitative Evaluation of 8 Clear Sky Models · IEEE Trans. Vis. Comput. Graph. 2017
Rendering › antialiasing
prefiltering
0.112012
A Survey of Nonlinear Prefiltering Methods for Efficient and Accurate Surface Shading · IEEE Trans. Vis. Comput. Graph. 2012
Rendering
shading
0.112012
A Survey of Nonlinear Prefiltering Methods for Efficient and Accurate Surface Shading · IEEE Trans. Vis. Comput. Graph. 2012
Computer animation and physical simulation
fluid simulation
0.112011
Lagrangian Texture Advection: Preserving both Spectrum and Velocity Field · IEEE Trans. Vis. Comput. Graph. 2011
Visualization and visual analytics › flow visualization
texture advection
0.112011
Lagrangian Texture Advection: Preserving both Spectrum and Velocity Field · IEEE Trans. Vis. Comput. Graph. 2011
Visual content generation and editing
texture synthesis
0.112011
Lagrangian Texture Advection: Preserving both Spectrum and Velocity Field · IEEE Trans. Vis. Comput. Graph. 2011

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

quantitative comparison · 0.3perceptual study · 0.3survey · 0.1lagrangian advection · 0.1fourier spectrum preservation · 0.1
YearPublicationVenuePosition
2017 A Qualitative and Quantitative Evaluation of 8 Clear Sky Models
abstract
We provide a qualitative and quantitative evaluation of 8 clear sky models used in Computer Graphics. We compare the models with each other as well as with measurements and with a reference model from the physics community. After a short summary of the physics of the problem, we present the measurements and the reference model, and how we "invert" it to get the model parameters. We then give an overview of each CG model, and detail its scope, its algorithmic complexity, and its results using the same parameters as in the reference model. We also compare the models with a perceptual study. Our quantitative results confirm that the less simplifications and approximations are used to solve the physical equations, the more accurate are the results. We conclude with a discussion of the advantages and drawbacks of each model, and how to further improve their accuracy.
Eric Bruneton
IEEE Trans. Vis. Comput. Graph.1
2012 Real-time Realistic Rendering and Lighting of Forests
abstract
Abstract Realistic real‐time rendering and lighting of forests is an important aspect for simulators and video games. This is a difficult problem, due to the massive amount of geometry: aerial forest views display millions of trees on a wide range of distances, from the camera to the horizon. Light interactions, whose effects are visible at all scales, are also a problem: sun and sky dome contributions, shadows between trees, inside trees, on the ground, and view‐light masking correlations. In this paper we present a method to render very large forest scenes in real‐time, with realistic lighting at all scales, and without popping nor aliasing. Our method is based on two new forest representations,z‐fieldsandshader‐maps, with a seamless transition between them. Our first model builds on light fields and height fields to represent and render the nearest trees individually, accounting for all lighting effects. Our second model is a location, view and light dependent shader mapped on the terrain, accounting for the cumulated subpixel effects. Qualitative comparisons with photos show that our method produces realistic results.
Eric Bruneton, Fabrice Neyret
Comput. Graph. Forum1
2012 A Survey of Nonlinear Prefiltering Methods for Efficient and Accurate Surface Shading
abstract
Rendering a complex surface accurately and without aliasing requires the evaluation of an integral for each pixel, namely, a weighted average of the outgoing radiance over the pixel footprint on the surface. The outgoing radiance is itself given by a local illumination equation as a function of the incident radiance and of the surface properties. Computing all this numerically during rendering can be extremely costly. For efficiency, especially for real-time rendering, it is necessary to use precomputations. When the fine scale surface geometry, reflectance, and illumination properties are specified with maps on a coarse mesh (such as color maps, normal maps, horizon maps, or shadow maps), a frequently used simple idea is to prefilter each map linearly and separately. The averaged outgoing radiance, i.e., the average of the values given by the local illumination equation is then estimated by applying this equation to the averaged surface parameters. But this is really not accurate because this equation is nonlinear, due to self-occlusions, self-shadowing, nonlinear reflectance functions, etc. Some methods use more complex prefiltering algorithms to cope with these nonlinear effects. This paper is a survey of these methods. We start with a general presentation of the problem of prefiltering complex surfaces. We then present and classify the existing methods according to the approximations they make to tackle this difficult problem. Finally, an analysis of these methods allows us to highlight some generic tools to prefilter maps used in nonlinear functions, and to identify open issues to address the general problem.
Eric Bruneton, Fabrice Neyret
IEEE Trans. Vis. Comput. Graph.1
2011 Lagrangian Texture Advection: Preserving both Spectrum and Velocity Field
abstract
Texturing an animated fluid is a useful way to augment the visual complexity of pictures without increasing the simulation time. But texturing flowing fluids is a complex issue, as it creates conflicting requirements: we want to keep the key texture properties (features, spectrum) while advecting the texture with the underlying flow-which distorts it. In this paper, we present a new, Lagrangian, method for advecting textures: the advected texture is computed only locally and follows the velocity field at each pixel. The texture retains its local properties, including its Fourier spectrum, even though it is accurately advected. Due to its Lagrangian nature, our algorithm can perform on very large, potentially infinite scenes in real time. Our experiments show that it is well suited for a wide range of input textures, including, but not limited to, noise textures.
Qizhi Yu, Fabrice Neyret, Eric Bruneton, Nicolas Holzschuch
IEEE Trans. Vis. Comput. Graph.3
2010 Real-time Realistic Ocean Lighting using Seamless Transitions from Geometry to BRDF
abstract
Abstract Realistic animation and rendering of the ocean is an important aspect for simulators, movies and video games. By nature, the ocean is a difficult problem for Computer Graphics: it is a dynamic system, it combines wave trains at all scales, ranging from kilometric to millimetric. Worse, the ocean is usually viewed at several distances, from very close to the viewpoint to the horizon, increasing the multi‐scale issue, and resulting in aliasing problems. The illumination comes from natural light sources (the Sun and the sky dome), is also dynamic, and often underlines the aliasing issues. In this paper, we present a new algorithm for modelling, animation, illumination and rendering of the ocean, in real‐time, at all scales and for all viewing distances. Our algorithm is based on a hierarchical representation, combining geometry, normals and BRDF. For each viewing distance, we compute a simplified version of the geometry, and encode the missing details into the normal and the BRDF, depending on the level of detail required. We then use this hierarchical representation for illumination and rendering. Our algorithm runs in real‐time, and produces highly realistic pictures and animations.
Eric Bruneton, Fabrice Neyret, Nicolas Holzschuch
Comput. Graph. Forum1
2009 Scalable real-time animation of rivers
abstract
Abstract Many recent games and applications target the interactive exploration of realistic large scale worlds. These worlds consist mostly of static terrain models, as the simulation of animated fluids in these virtual worlds is computationally expensive. Adding flowing fluids, such as rivers, to these virtual worlds would greatly enhance their realism, but causes specific issues: as the user is usually observing the world at close range, small scale details such as waves and ripples are important. However, the large scale of the world makes classical methods impractical for simulating these effects. In this paper, we present an algorithm for the interactive simulation of realistic flowing fluids in large virtual worlds. Our method relies on two key contributions: the local computation of the velocity field of a steady flow given boundary conditions, and the advection of small scale details on a fluid, following the velocity field, and uniformly sampled in screen space.
Qizhi Yu, Fabrice Neyret, Eric Bruneton, Nicolas Holzschuch
Comput. Graph. Forum3
2008 Interactive multiple anisotropic scattering in clouds
abstract
We propose an algorithm for the real time realistic simulation of multiple anisotropic scattering of light in a volume. Contrary to previous real-time methods we account for all kinds of light paths through the medium and preserve their anisotropic behavior.
Antoine Bouthors, Fabrice Neyret, Nelson L. Max, Eric Bruneton, Cyril Crassin
SI3D4
2008 Real-Time Rendering and Editing of Vector-based Terrains
abstract
Abstract We present a method to populate very large terrains with very detailed features such as roads, rivers, lakes and fields. These features can be interactively edited, and the landscape can be explored in real time at any altitude from flight view to car view. We use vector descriptions of linear and areal features, with associated shaders to specify their appearance (terrain color and material), their footprint (effect on terrain shape), and their associated objects (bridges, hedges, etc.). In order to encompass both very large terrains and very fine details we rely on a view dependent quadtree refinement scheme. New quads are generated when needed and cached on the GPU. For each quad we produce on the GPU an appearance texture, a footprint texture, and some object meshes, based on the features vector description and their associated shaders. Adaptive refinement, procedural vector features and a mipmap pyramid provide three LOD mechanisms for small, medium and large scale quads. Our results and attached video show high performance with high visual quality.
Eric Bruneton, Fabrice Neyret
Comput. Graph. Forum1
2008 Precomputed Atmospheric Scattering
abstract
Abstract We present a new and accurate method to render the atmosphere in real time from any viewpoint from ground level to outer space, while taking Rayleigh and Mie multiple scattering into account. Our method reproduces many effects of the scattering of light, such as the daylight and twilight sky color and aerial perspective for all view and light directions, or the Earth and mountain shadows (light shafts) inside the atmosphere. Our method is based on a formulation of the light transport equation that is precomputable for all view points, view directions and sun directions. We show how to store this data compactly and propose a GPU compliant algorithm to precompute it in a few seconds. This precomputed data allows us to evaluate at runtime the light transport equation in constant time, without any sampling, while taking into account the ground for shadows and light shafts.
Eric Bruneton, Fabrice Neyret
Comput. Graph. Forum1
2006 The FRACTAL component model and its support in Java
abstract
Abstract This paper presents FRACTAL, a hierarchical and reflective component model with sharing. Components in this model can be endowed with arbitrary reflective capabilities, from plain black‐box objects to components that allow a fine‐grained manipulation of their internal structure. The paper describes JULIA, a Java implementation of the model, a small but efficient runtime framework, which relies on a combination of interceptors and mixins for the programming of reflective features of components. The paper presents a qualitative and quantitative evaluation of this implementation, showing that component‐based programming in FRACTAL can be made very efficient. Copyright © 2006 John Wiley & Sons, Ltd.
Eric Bruneton, Thierry Coupaye, Matthieu Leclercq, Vivien Quéma, Jean-Bernard Stefani
Softw. Pract. Exp.1
2001 Preserving Causality in a Scalable Message-Oriented Middleware
Philippe Laumay, Eric Bruneton, Noel De Palma, Sacha Krakowiak
Middleware2
2001 An architecture for extensible middleware platforms
abstract
Abstract This article presents a middleware platformarchitecturewhose goals, motivated by the needs of a real‐world application, are the following: separation of functional and non‐functional code in applications, composition of non‐functional properties, and modularity and extensibility of the middleware platform itself. This architecture is inspired by the Enterprise Java Beans platform, and uses a new object composition model to separate and compose the non‐functional properties. In order to evaluate this architecture, we have implemented the JavaPod platform which we have used to implement a prototype of the application that motivated our goals. The results of these experiments show that our goals can indeed be achieved with our architecture. Copyright © 2001 John Wiley & Sons, Ltd.
Eric Bruneton, Michel Riveill
Softw. Pract. Exp.1