Cédric Zanni

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13ranked-venue papers
4as first author
6since 2021 · last 2025
0009-0000-8460-6373ORCID · verified

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Graphics, computer vision, multimedia, augmented reality and games · 13 · 4 first-author · 6 since 2021
YearPublicationVenuePosition
2025 Atomizer: Beyond Non-Planar Slicing for Fused Filament Fabrication
abstract
Abstract Fused filament fabrication (FFF) enables users to quickly design and fabricate parts with unprecedented geometric complexity, fine‐tuning both the structural and aesthetic properties of each object. Nevertheless, the full potential of this technology has yet to be realized, as current slicing methods fail to fully exploit the deposition freedom offered by modern 3D printers. In this work, we introduce a novel approach to toolpath generation that moves beyond the traditional layer‐based concept. We use frames, referred to as atoms , as solid elements instead of slices. We optimize the distribution of atoms within the part volume to ensure even spacing and smooth orientation while accurately capturing the part's geometry. Although these atoms collectively represent the complete object, they do not inherently define a fabrication plan. To address this, we compute an extrusion toolpath as an ordered sequence of atoms that, when followed, provides a collision‐free fabrication strategy. This general approach is robust, requires minimal user intervention compared to existing techniques, and integrates many of the best features into a unified framework: precise deposition conforming to non‐planar surfaces, effective filling of narrow features – down to a single path – and the capability to locally print vertical structures before transitioning elsewhere. Additionally, it enables entirely new capabilities, such as anisotropic appearance fabrication on curved surfaces.
Xavier Chermain, Giovanni Cocco, Cédric Zanni, Eric Garner, Pierre-Alexandre Hugron, Sylvain Lefebvre 0001
Comput. Graph. Forum3
2025 Synchronized Tracing of Primitive-based Implicit Volumes
abstract
Implicit volumes are known for their ability to represent smooth shapes of arbitrary topology thanks to hierarchical combinations of primitives using a structure called a blobtree. We present a new tile-based rendering pipeline well suited for modeling scenarios, i.e., no preprocessing is required when primitive parameters are updated. When using approximate signed distance fields (fields with Lipschitz bound close to 1), we rely on compact, smooth CSG operators - extended from standard bounded operators - to compute a tight augmented bounding volume for all primitives of the blobtree. The pipeline relies on a low-resolution A-buffer storing the primitives of interest of a given screen tile. The A-buffer is then used during ray processing to synchronize threads within a subfrustum. This allows coherent field evaluation within workgroups. We use a sparse bottom-up tree traversal to prune the blobtree on-the-fly which allows us to decorrelate field evaluation complexity from the full blobtree size. The ray processing itself is done using the sphere tracing algorithm. The pipeline scales well to volumes consisting of thousands of primitives.
Cédric Zanni
ACM Trans. Graph.1
2024 Anisotropic Specular Image-Based Lighting Based on BRDF Major Axis Sampling
abstract
Abstract Anisotropic specular appearances are ubiquitous in the environment: brushed stainless steel pans, kettles, elevator walls, fur, or scratched plastics. Real‐time rendering of these materials with image‐based lighting is challenging due to the complex shape of the bidirectional reflectance distribution function (BRDF). We propose an anisotropic specular image‐based lighting method that can serve as a drop‐in replacement for the standard bent normal technique [Rev11]. Our method yields more realistic results with a 50% increase in computation time of the previous technique, using the same high dynamic range (HDR) preintegrated environment image. We use several environment samples positioned along the major axis of the specular microfacet BRDF. We derive an analytic formula to determine the two closest and two farthest points from the reflected direction on an approximation of the BRDF confidence region boundary. The two farthest points define the BRDF major axis, while the two closest points are used to approximate the BRDF width. The environment level of detail is derived from the BRDF width and the distance between the samples. We extensively compare our method with the bent normal technique and the ground truth using the GGX specular BRDF.
Giovanni Cocco, Cédric Zanni, Xavier Chermain
Comput. Graph. Forum2
2023 Forward inclusion functions for ray-tracing implicit surfaces
Melike Aydinlilar, Cédric Zanni
Comput. Graph.2
2023 Orientable Dense Cyclic Infill for Anisotropic Appearance Fabrication
abstract
We present a method to 3D print surfaces exhibiting a prescribed varying field of anisotropic appearance using only standard fused filament fabrication printers. This enables the fabrication of patterns triggering reflections similar to that of brushed metal with direct control over the directionality of the reflections. Our key insight, on which we ground the method, is that the direction of the deposition paths leads to a certain degree of surface roughness, which yields a visual anisotropic appearance. Therefore, generating dense cyclic infills aligned with a line field allows us to grade the anisotropic appearance of the printed surface. To achieve this, we introduce a highly parallelizable algorithm for optimizing oriented, cyclic paths. Our algorithm outperforms existing approaches regarding efficiency, robustness, and result quality. We demonstrate the effectiveness of our technique in conveying an anisotropic appearance on several challenging test cases, ranging from patterns to photographs reinterpreted as anisotropic appearances.
Xavier Chermain, Cédric Zanni, Jonàs Martínez, Pierre-Alexandre Hugron, Sylvain Lefebvre 0001
ACM Trans. Graph.2
2021 Fast Ray Tracing of Scale-Invariant Integral Surfaces
abstract
Abstract Scale‐invariant integral surfaces, which are implicit representations of surfaces, provide a way to define smooth surfaces from skeletons with prescribed radii defined at their vertices. We introduce a new rendering pipeline allowing to visualize such surfaces in real‐time. We rely on the distance to skeleton to define a sampling strategy along the camera rays, dividing each ray into sub‐intervals. The proposed strategy is chosen to capture main field variations. Resulting intervals are processed iteratively, relying on two main ingredients; quadratic interpolation and field mapping, to an approximate squared homothetic distance. The first provides efficient root finding while the second increases the precision of the interpolation, and the combination of both results in an efficient processing routine. Finally, we present a GPU implementation that relies on a dynamic data‐structure in order to efficiently generate the intervals along the ray. This data‐structure also serves as an acceleration structure that allows constant time access to the primitives of interest during the processing of a given ray.
Melike Aydinlilar, Cédric Zanni
Comput. Graph. Forum2
2020 Freely orientable microstructures for designing deformable 3D prints
abstract
Nature offers a marvel of astonishing and rich deformation behaviors. Yet, most of the objects we fabricate are comparatively rather inexpressive, either rigid or exhibiting simple homogeneous deformations when interacted with. We explore the synthesis and fabrication of novel microstructures that mimic the effects of having oriented rigid fibers in an otherwise flexible material: the result is extremely rigid along a transverse direction while being comparatively very flexible in the locally orthogonal plane. By allowing free gradation of the rigidity direction orientation within the object, the microstructures can be designed such that, under deformation, distances along fibers in the volume are preserved while others freely change. Through a simple painting tool, this allows a designer to influence the way the volume reshapes when deformed, and results in a wide range of novel possibilities. Many gradations are possible: local free orientation of the fibers; local control of the overall material rigidity (structure density); local canceling of the effect of the fibers, obtaining a more isotropic material. Our algorithm to synthesize the structures builds upon procedural texturing. It produces a cellular geometry that can be fabricated reliably despite 3D printing walls at a minimal thickness, allowing prints to be very flexible. The synthesis algorithm is efficient and scales to large volumes.
Thibault Tricard, Vincent Tavernier, Cédric Zanni, Jonàs Martínez, Pierre-Alexandre Hugron, Fabrice Neyret, Sylvain Lefebvre 0001
ACM Trans. Graph.3
2019 Anisotropic convolution surfaces
Alvaro Javier Fuentes Suárez, Evelyne Hubert, Cédric Zanni
Comput. Graph.3
2019 Procedural phasor noise
abstract
Procedural pattern synthesis is a fundamental tool of Computer Graphics, ubiquitous in games and special effects. By calling a single procedure in every pixel - or voxel - large quantities of details are generated at low cost, enhancing textures, producing complex structures within and along surfaces. Such procedures are typically implemented as pixel shaders. We propose a novel procedural pattern synthesis technique that exhibits desirable properties for modeling highly contrasted patterns, that are especially well suited to produce surface and microstructure details. In particular, our synthesizer affords for a precise control over the profile, orientation and distribution of the produced stochastic patterns, while allowing to grade all these parameters spatially. Our technique defines a stochastic smooth phase field - a phasor noise - that is then fed into a periodic function (e.g. a sine wave), producing an oscillating field with prescribed main frequencies and preserved contrast oscillations. In addition, the profile of each oscillation is directly controllable (e.g. sine wave, sawtooth, rectangular or any 1D profile). Our technique builds upon a reformulation of Gabor noise in terms of a phasor field that affords for a clear separation between local intensity and phase. Applications range from texturing to modeling surface displacements, as well as multi-material microstructures in the context of additive manufacturing.
Thibault Tricard, Semyon Efremov, Cédric Zanni, Fabrice Neyret, Jonàs Martínez, Sylvain Lefebvre 0001
ACM Trans. Graph.3
2016 Improved Surface Quality in 3D Printing by Optimizing the Printing Direction
abstract
Abstract We present a pipeline of algorithms that decomposes a given polygon model into parts such that each part can be 3D printed with high (outer) surface quality. For this we exploit the fact that most 3D printing technologies have an anisotropic resolution and hence the surface smoothness varies significantly with the orientation of the surface. Our pipeline starts by segmenting the input surface into patches such that their normals can be aligned perpendicularly to the printing direction. A 3D Voronoi diagram is computed such that the intersections of the Voronoi cells with the surface approximate these surface patches. The intersections of the Voronoi cells with the input model's volume then provide an initial decomposition. We further present an algorithm to compute an assembly order for the parts and generate connectors between them. A post processing step further optimizes the seams between segments to improve the visual quality. We run our pipeline on a wide range of 3D models and experimentally evaluate the obtained improvements in terms of numerical, visual, and haptic quality.
Weiming Wang 0003, Cédric Zanni, Leif Kobbelt
Comput. Graph. Forum2
2015 N-ary implicit blends with topology control
Cédric Zanni, Michael Gleicher, Marie-Paule Cani
Comput. Graph.1
2013 SCALe-invariant Integral Surfaces
abstract
Abstract Extraction of skeletons from solid shapes has attracted quite a lot of attention, but less attention was paid so far to the reverse operation: generating smooth surfaces from skeletons and local radius information. Convolution surfaces, i.e. implicit surfaces generated by integrating a smoothing kernel along a skeleton, were developed to do so. However, they failed to reconstruct prescribed radii and were unable to model large shapes with fine details. This work introduces SCALe‐invariant Integral Surfaces (SCALIS), a new paradigm for implicit modelling from skeleton graphs. Similarly to convolution surfaces, our new surfaces still smoothly blend when field contributions from new skeleton parts are added. However, in contrast with convolution surfaces, blending properties are scale‐invariant. This brings three major benefits: the radius of the surface around a skeleton can be explicitly controlled, shapes generated in blending regions are self‐similar regardless of the scale of the model and thin shape components are not excessively smoothed out when blended into larger ones.
Cédric Zanni, Adrien Bernhardt, M. Quiblier, Marie-Paule Cani
Comput. Graph. Forum1
2011 Warp-based helical implicit primitives
Cédric Zanni, Evelyne Hubert, Marie-Paule Cani
Comput. Graph.1