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François Beaune

dblp:311/7219 · DBLP profile ↗
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2ranked-venue papers
0as first author
2since 2021 · last 2023
0009-0005-6788-3877ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 2 · 2 since 2021Human-computer interaction and ubiquitous computing · 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
2 papers
Rendering · 82% Geometric modeling and processing · 18%

Topics — the 5 heaviest of 5, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Rendering › texture mapping
displacement mapping
1.222023
RMIP: Displacement ray tracing via inversion and oblong bounding · SIGGRAPH Asia 2023
Tessellation-free displacement mapping for ray tracing · ACM Trans. Graph. 2021
Rendering
ray tracing
1.222023
RMIP: Displacement ray tracing via inversion and oblong bounding · SIGGRAPH Asia 2023
Tessellation-free displacement mapping for ray tracing · ACM Trans. Graph. 2021
Geometric modeling and processing › spatial data structures
bounding volume hierarchy
0.712023
RMIP: Displacement ray tracing via inversion and oblong bounding · SIGGRAPH Asia 2023
Rendering › appearance modeling
surface detail
0.512021
Tessellation-free displacement mapping for ray tracing · ACM Trans. Graph. 2021
Rendering › ray tracing
acceleration structure
0.112021
Tessellation-free displacement mapping for ray tracing · ACM Trans. Graph. 2021

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

on-the-fly surface-bound computation · 0.7inverse displacement mapping · 0.7
YearPublicationVenuePosition
2023 RMIP: Displacement ray tracing via inversion and oblong bounding
abstract
High-performance ray tracing of triangle meshes equipped with displacement maps is a challenging task. Existing methods either rely on pre-tessellation, taking full advantage of the hardware but with a poor memory/quality tradeoff, or use custom displacement-centric acceleration structures, preserving all the geometric details but being orders of magnitude slower. We introduce a method that efficiently probes the displacement-map space to find ray-surface intersections without relying on pre-tessellation. Our method combines inverse displacement mapping and on-the-fly surface-bound computation. It employs a novel data structure that provides tight displacement bounds over rectangular regions in the displacement-map space. We demonstrate the effectiveness of our approach in a production GPU path tracer. It can achieve over an order of magnitude speed-up in render time compared to state of the art in the most challenging real-time path-tracing scenarios, while maintaining a low memory footprint.
Theo Thonat, Iliyan Georgiev, François Beaune, Tamy Boubekeur
SIGGRAPH Asia3
2021 Tessellation-free displacement mapping for ray tracing
abstract
Displacement mapping is a powerful mechanism for adding fine to medium geometric details over a 3D surface using a 2D map encoding them. While GPU rasterization supports it through the hardware tessellation unit, ray tracing surface meshes textured with high quality displacement requires a significant amount of memory. More precisely, the input surface needs to be pre-tessellated at the displacement map resolution before being enriched with its mandatory acceleration data structure. Consequently, designing displacement maps interactively while enjoying a full physically-based rendering is often impossible, as simply tiling multiple times the map quickly saturates the graphics memory. In this work we introduce a new tessellation-free displacement mapping approach for ray tracing. Our key insight is to decouple the displacement from its base domain by mapping a displacement-specific acceleration structures directly on the mesh. As a result, our method shows low memory footprint and fast high resolution displacement rendering, making interactive displacement editing possible.
Theo Thonat, François Beaune, Xin Sun 0014, Nathan Carr 0001, Tamy Boubekeur
ACM Trans. Graph.2