VLDB 2026 Research / reviewers in the wild / expert
Djamchid Ghazanfarpour
dblp:59/6493 · also Djamchid Ghazanfarpour-Kholendjany
· DBLP profile ↗
41ranked-venue papers
6as first author
1since 2021 · last 2023
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 38 · 6 first-authorHuman-computer interaction and ubiquitous computing · 3Artificial intelligence and machine learning · 1 · 1 since 2021Systems, architecture and hardware · 1Databases, data management, data science and information retrieval · 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
2 papers |
Rendering · 55% Visual content generation and editing · 45% |
Topics — the 5 heaviest of 5, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Visual content generation and editing › texture synthesis
example-based texture synthesis |
0.2 | 1 | 2014 | Local random-phase noise for procedural texturing · ACM Trans. Graph. 2014 |
Rendering
procedural texture synthesis |
0.2 | 1 | 2014 | Local random-phase noise for procedural texturing · ACM Trans. Graph. 2014 |
Rendering
material appearance |
0.0 | 1 | 2000 | A BRDF Postprocess to Integrate Porosity on Rendered Surfaces · IEEE Trans. Vis. Comput. Graph. 2000 |
Rendering
physically based rendering |
0.0 | 1 | 2000 | A BRDF Postprocess to Integrate Porosity on Rendered Surfaces · IEEE Trans. Vis. Comput. Graph. 2000 |
Visual content generation and editing
image generation |
0.0 | 1 | 2000 | A BRDF Postprocess to Integrate Porosity on Rendered Surfaces · IEEE Trans. Vis. Comput. Graph. 2000 |
Methods — techniques the papers use, named apart from their topics
spectral sampling · 0.2random phase noise · 0.2gabor noise · 0.2porosity modeling · 0.0micro-crack modeling · 0.0BRDF integration · 0.0
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2023 | A Graph Neural Network Based Learning Model for Urban Metro Flow Predictionabstract- Abstract-Transport data with dynamic spatial-temporal dependencies elevates transportation flow forecasting to a significant issue for operational planning, managing passenger flow, and arranging for individual travel in a smart city. The task is challenging due to the composite spatial dependency on transportation networks and the non-linear temporal dynamics with mobility conditions changing over time. To address these challenges, we propose a Spatial- Temporal Graph Convolutional Recurrent Network that learns from both the spatial stations network data and time-series of historical mobility changes so as to predict urban metro flow at a future time. The model is based on Graph Convolutional Networks (GCN) and Long Short-Term Memory (LSTM) in order to further improve the estimation accuracy. Extensive experiments on a real-world dataset of Hangzhou metro system prove the effectiveness of the proposed model. Ifigenia Drosouli, Athanasios Voulodimos, Paris Mastorocostas, Georgios Miaoulis, Djamchid Ghazanfarpour |
ICMLA | 5 |
| 2019 | Local spot noise for procedural surface details synthesis
Arthur Cavalier, Guillaume Gilet, Djamchid Ghazanfarpour |
Comput. Graph. | 3 |
| 2016 | A phenomenological model for throughfall rendering in real-timeabstractThis paper aims at rendering interactive visual effects inherent to complex interactions between trees and rain in real-time in order to increase the realism of natural rainy scenes. Such a complex phenomenon involves a great number of physical processes influenced by various interlinked factors and its rendering represents a thorough challenge in Computer Graphics. We approach this problem by introducing an original method to render drops dripping from leaves after interception of raindrops by foliage. Our method introduces a new hydrological model representing interactions between rain and foliage through a phenomenological approach. Our model reduces the complexity of the phenomenon by representing multiple dripping drops with a new fully functional form evaluated per-pixel on-the-fly and providing improved control over density and physical properties. Furthermore, an efficient real-time rendering scheme, taking full advantage of latest GPU hardware capabilities, allows the rendering of a large number of dripping drops even for complex scenes. Yoann Weber, Vincent Jolivet, Guillaume Gilet, Kazuki Nanko, Djamchid Ghazanfarpour |
Comput. Graph. Forum | 5 |
| 2015 | Experimental sensitivity investigation of mean-shift variants to bandwidth parameters for 3D buildings reconstructionabstractThe goal of this work is to investigate on the one hand the sensitivity of three variants of the joint mean shift algorithm to the choice of the bandwidth parameters and on the other hand their upsampling capabilities in the area of 3D buildings reconstruction. In particular, we examined the quality of upsampled 3D building models obtained by fusing high resolution image data with low resolution elevation data acquired from airborne scanners from densely built urban areas. Using the root mean square error (RMSE) criterion computed between the actual upsampled result and a ground truth, prototype, 3D model, we provide both qualitative and quantitative comparative results. Discussion following the experimental section gives some insight to the observation that the spatially restricted joint mean shift seems to outperform the other two variants. Anastasios L. Kesidis, Nikolaos Vassilas, Theocharis Tsenoglou, Djamchid Ghazanfarpour |
ISPA | 4 |
| 2015 | A multiscale model for rain rendering in real-time
Yoann Weber, Vincent Jolivet, Guillaume Gilet, Djamchid Ghazanfarpour |
Comput. Graph. | 4 |
| 2015 | Partitioned Shadow VolumesabstractAbstract Real‐time shadows remain a challenging problem in computer graphics. In this context, shadow algorithms generally rely either on shadow mapping or shadow volumes. This paper rediscovers an old class of algorithms that build a binary space partition over the shadow volumes. For almost 20 years, such methods have received little attention as they have been considered lacking of both robustness and efficiency. We show that these issues can be overcome, leading to a simple and robust shadow algorithm. Hence we demonstrate that this kind of approach can reach a high level of performance. Our algorithm uses a new partitioning strategy which avoids any polygon clipping. It relies on a Ternary Object Partitioning tree, a new data structure used to find if an image point is shadowed. Our method works on a triangle soup and its memory footprint is fixed. Our experiments show that it is efficient and robust, including for finely tessellated models. Julien Gerhards, Frédéric Mora, Lilian Aveneau, Djamchid Ghazanfarpour |
Comput. Graph. Forum | 4 |
| 2015 | Modeling fruits and their internal structure using parametric 3Gmap L-systems
Evans Bohl, Olivier Terraz, Djamchid Ghazanfarpour |
Vis. Comput. | 3 |
| 2014 | Active learning of user's preferences estimation towards a personalized 3D navigation of geo-referenced scenes
Christos Yiakoumettis, Nikolaos D. Doulamis, Georgios Miaoulis, Djamchid Ghazanfarpour |
GeoInformatica | 4 |
| 2014 | Local random-phase noise for procedural texturingabstractLocal random-phase noise is a noise model for procedural texturing. It is defined on a regular spatial grid by local noises, which are sums of cosines with random phase. Our model is versatile thanks to separate sampling in the spatial and spectral domains. Therefore, it encompasses Gabor noise and noise by Fourier series. A stratified spectral sampling allows for a faithful yet compact and efficient reproduction of an arbitrary power spectrum. Noise by example is therefore obtained faster than state-of-the-art techniques. As a second contribution we address texture by example and generate not only Gaussian patterns but also structured features present in the input. This is achieved by fixing the phase on some part of the spectrum. Generated textures are continuous and non-repetitive. Results show unprecedented framerates and a flexible visual result: users can control with one parameter the blending between noise by example and structured texture synthesis. Guillaume Gilet, Basile Sauvage, Kenneth Vanhoey, Jean-Michel Dischler, Djamchid Ghazanfarpour |
ACM Trans. Graph. | 5 |
| 2012 | Analytic ambient occlusion using exact from-polygon visibility
Oana Apostu, Frédéric Mora, Djamchid Ghazanfarpour, Lilian Aveneau |
Comput. Graph. | 3 |
| 2012 | Multi-scale Assemblage for Procedural TexturingabstractAbstract A procedural pattern generation process, called multi‐scale “assemblage” is introduced. An assemblage is defined as a multi‐scale composition of “multi‐variate” statistical figures, that can be kernel functions for defining noise‐like texture basis functions, or that can be patterns for defining structured procedural textures. This paper presents two main contributions: 1) a new procedural random point distribution function, that, unlike point jittering, allow us to take into account some spatial dependencies among figures and 2) a “multi‐variate” approach that, instead of defining finite sets of constant figures, allows us to generate nearly infinite variations of figures on‐the‐fly. For both, we use a “statistical shape model”, which is a representation of shape variations. Thanks to a direct GPU implementation, assemblage textures can be used to generate new classes of procedural textures for real‐time rendering by preserving all characteristics of usual procedural textures, namely: infinity, definition independency (provided the figures are also definition independent) and extreme compactness. Guillaume Gilet, Jean-Michel Dischler, Djamchid Ghazanfarpour |
Comput. Graph. Forum | 3 |
| 2012 | Lazy Visibility Evaluation for Exact Soft ShadowsabstractAbstract This paper presents a novel approach to compute high quality and noise‐free soft shadows using exact visibility computations. This work relies on a theoretical framework allowing to group lines according to the geometry they intersect. From this study, we derive a new algorithm encoding lazily the visibility from a polygon. Contrary to previous works on from‐polygon visibility, our approach is very robust and straightforward to implement. We apply this algorithm to solve exactly and efficiently the visibility of an area light source from any point in a scene. As a consequence, results are not sensitive to noise, contrary to soft shadows methods based on area light source sampling. We demonstrate the reliability of our approach on different scenes and configurations. Frédéric Mora, Lilian Aveneau, Oana Apostu, Djamchid Ghazanfarpour |
Comput. Graph. Forum | 4 |
| 2012 | Multiple kernels noise for improved procedural texturing
Guillaume Gilet, Jean-Michel Dischler, Djamchid Ghazanfarpour |
Vis. Comput. | 3 |
| 2011 | A Survey of Ocean Simulation and Rendering Techniques in Computer GraphicsabstractAbstract This paper presents a survey of ocean simulation and rendering methods in computer graphics. To model and animate the ocean’s surface, these methods mainly rely on two main approaches: on the one hand, those which approximate ocean dynamics with parametric, spectral or hybrid models and use empirical laws from oceanographic research. We will see that this type of methods essentially allows the simulation of ocean scenes in the deep water domain, without breaking waves. On the other hand, physically‐based methods use Navier–Stokes equations to represent breaking waves and more generally ocean surface near the shore. We also describe ocean rendering methods in computer graphics, with a special interest in the simulation of phenomena such as foam and spray, and light’s interaction with the ocean surface. Emmanuelle Darles, Benoît Crespin, Djamchid Ghazanfarpour, Jean-Christophe Gonzato |
Comput. Graph. Forum | 3 |
| 2010 | Cosine lobes for interactive direct lighting in dynamic scenes
Sylvain Meunier, Romuald Perrot, Lilian Aveneau, Daniel Meneveaux, Djamchid Ghazanfarpour |
Comput. Graph. | 5 |
| 2009 | A model for real-time on-surface flows
Jean-François El Hajjar, Vincent Jolivet, Djamchid Ghazanfarpour, Xavier Pueyo |
Vis. Comput. | 3 |
| 2009 | 3Gmap L-systems: an application to the modelling of wood
Olivier Terraz, Guillaume Guimberteau, Stéphane Mérillou, Dimitri Plemenos, Djamchid Ghazanfarpour |
Vis. Comput. | 5 |
| 2008 | A survey of aging and weathering phenomena in computer graphics
Stéphane Mérillou, Djamchid Ghazanfarpour |
Comput. Graph. | 2 |
| 2008 | A Resolution Independent Approach for the Accurate Rendering of Grooved SurfacesabstractAbstract This paper presents a method for the accurate rendering of path‐based surface details such as grooves, scratches and similar features. The method is based on a continuous representation of the features in texture space, and the rendering is performed by means of two approaches: one for isolated or non‐intersecting grooves and another for special situations like intersections or ends. The proposed solutions perform correct antialiasing and take into account visibility and inter‐reflections with little computational effort and memory requirements. Compared to anisotropic BRDFs and scratch models, we have no limitations on the distribution of grooves over the surface or their geometry, thus allowing more general patterns. Compared to displacement mapping techniques, we can efficiently simulate features of all sizes without requiring additional geometry or multiple representations. Carles Bosch, Xavier Pueyo, Stéphane Mérillou, Djamchid Ghazanfarpour |
Comput. Graph. Forum | 4 |
| 2006 | 3D Graph Visualisation of Web Normal and Malicious TrafficabstractOnce a Web site has been made operational by a company, organisation or individual there is a wish to know the details regarding the connections to the site. In addition, there is a great interest to monitor the activity profile of the Web site in terms of how many hits are received, where they come from, the relationship between this activity and increased revenues of the business and so on. Due to the complexity and volume of data involved in these tasks the only way to manage all of the information is to present it using a visual paradigm. Furthermore, Web sites are likely to be regularly scanned and attacked by both automated and manual means. Companies, organisations and individuals are making every effort to build and maintain secure Web sites. In this paper we will present an ongoing surveillance prototype system which offers a visual aid to the Web analyst by monitoring and exploring 3D graphs. The system offers a visual surveillance of the Web traffic for both normal and malicious activity. Web requests are presented as 3D directed graphs. Colours are used on the 3D graphics to indicate malicious attempts or anomalous traffic and the analyst has the ability to perform visual data analysis by navigating online into the Web request payload, of either normal or malicious traffic Ioannis Xydas, Georgios Miaoulis, Pierre-François Bonnefoi, Dimitri Plemenos, Djamchid Ghazanfarpour |
IV | 5 |
| 2006 | Realistic real-time rain rendering
Pierre Rousseau, Vincent Jolivet, Djamchid Ghazanfarpour |
Comput. Graph. | 3 |
| 2004 | A Physically-Based Model for Rendering Realistic ScratchesabstractAbstract Individually visible scratches, also called isolated scratches, are very common in real world surfaces. Although their microgeometry is not visible, they are individually perceptible by the human eye, lying into a representation scale between BRDF and texture. In order to simulate this kind of scratches in synthetic images we need to know their position over the surface (texture scale), so we can determine where to use the specific scratch BRDF instead of the ordinary surface BRDF. Computing the BRDF of a scratch is difficult because it depends on the scratch's invisible microgeometry. In this paper, we propose a new physically based model to derive this microgeometry by simulating the formation process of scratches. We allow specifying intuitively the parameters involved in the process such as the scratching tool, the penetration forces, and the material properties of the object. From these parameters, we derive the microgeometries of the scratches by taking into account the real behaviour of the process. This behaviour has been determined by analysing existing models in the field of materials engineering and some ``scratch tests'' that we performed on metals. Our method has the advantages of easily simulating scratches with a wide range of microgeometries and taking into account the variability of their microgeometry along the scratch path. Another contribution is related to the location of the scratches over the surface. Instead of using an image of the paths as in previous work, we present a new representation based on curves defining the paths. This offers an independence on the image resolution or the distance from the observer and accurately provides the scratch direction in order to compute scratch BRDFs. Categories and Subject Descriptors (according to ACM CCS): I.3.7 [Computer Graphics]: Color, shading, shadowing, and texture. Carles Bosch, Xavier Pueyo, Stéphane Mérillou, Djamchid Ghazanfarpour |
Comput. Graph. Forum | 4 |
| 2002 | Coherent Bump Map Recovery from a Single Texture Image
Jean-Michel Dischler, Karl Maritaud, Djamchid Ghazanfarpour |
Graphics Interface | 3 |
| 2002 | Ocean waves synthesis and animation using real world information
Sébastien Thon, Djamchid Ghazanfarpour |
Comput. Graph. | 2 |
| 2002 | Texture ParticlesabstractThis paper presents an analytical extension of texture synthesis techniques based on the distribution of elementary texture components. Our approach is similar to the bombing, cellular, macrostructured and lapped textures techniques, but provides the user with more control on both the texture analysis and synthesis phases. Therefore, high quality results can be obtained for a large number of structured or stochastic textures (bricks, marble, lawn, etc.). The analysis consists in decomposing textures into elementary components — that we call ``texture particles'' — and for which we analyze their specific spatial arrangements. The synthesis then consists in recomposing similar textures directly on arbitrary surfaces by taking into account the previously computed arrangements, extended to 3D surfaces. Compared to ``pixel-based'' analysis and synthesis methods, which have been recently generalized to arbitrary surfaces, our approach has three major advantages: (1) it is fast, which allows the user to interactively control the synthesis process. This further allows us to propose a large number of tools, granting a high degree of artistic freedom to the user. (2) It avoids the visual deterioration of the texture components by preserving their shapes as well as their spatial arrangements. (3) The texture particles can be not only images, but also 3D geometric elements, which extends significantly the domain of application. Jean-Michel Dischler, Karl Maritaud, Bruno Lévy 0001, Djamchid Ghazanfarpour |
Comput. Graph. Forum | 4 |
| 2001 | Corrosion: Simulating and Rendering
Stéphane Mérillou, Jean-Michel Dischler, Djamchid Ghazanfarpour |
Graphics Interface | 3 |
| 2001 | A survey of 3D texturing
Jean-Michel Dischler, Djamchid Ghazanfarpour |
Comput. Graph. | 2 |
| 2001 | Surface scratches: measuring, modeling and rendering
Stéphane Mérillou, Jean-Michel Dischler, Djamchid Ghazanfarpour |
Vis. Comput. | 3 |
| 2000 | Ocean Waves Synthesis using a Spectrum-Based Turbulence FunctionabstractThe representation of ocean waves is not a resolved problem in computer graphics yet. There is still no existing method that allows one to simply describe an agitated surface of any size that is visually sufficiently realistic, without using entirely physical models that are usually very complex. We present a simple method to represent and animate an ocean surface in deep water by considering it as a procedural texture. This texture is defined by a combination of two levels of detail. The first one is a superposition of 2D trochoids whose parameters are determined by ocean wave characteristics infrequency domain. In order to increase the visual complexity of this model and to reduce computation, we incorporate a 3D turbulence function to provide a second level of detail. This turbulence function is also determined by frequency characteristics of ocean waves. Since our synthesized ocean waves spectrum approaches a real ocean waves spectrum, we obtain realistic water waves in the spatial domain. The animation of our model is performed by shifting the phase of the trochoids and by moving into the 3D turbulence function. Since our definition is procedural and continuous, it permits us to obtain any size of water surface with any level of detail as well as a simple, direct, antialiasing method. Our model can be used to generate ocean waves using 2D textures or bump maps as well as 3D textures. Sébastien Thon, Jean-Michel Dischler, Djamchid Ghazanfarpour |
Computer Graphics International | 3 |
| 2000 | A BRDF Postprocess to Integrate Porosity on Rendered SurfacesabstractThe behavior of light interacting with materials is a crucial factor in achieving a high degree of realism in image synthesis. Local illumination processes, describing the interactions between a point of the surface and a shading ray, are evaluated by bidirectional reflectance distribution functions (BRDFs). Current theoretical BRDFs use surface models restricted to roughness only, sometimes at different scales. We present a more complete surface micro-geometry description, suitable for some common surface defects, including porosity and micro-cracks; both of them are crucial surface features since they strongly influence light reflection properties. These new features are modeled by holes inserted in the surface profile, depending on two parameters: the proportion of surface covered by the defects and the mean geometric characteristic of these defects. In order to preserve the advantages and characteristics of existing BRDFs, a postprocessing method is adopted (we integrate our technique into existing models, instead of defining a completely new one). Beyond providing graphical results closely matching real behaviors, this method moreover opens the way to various important new considerations in computer graphics (for example, changes of appearance due to the degree of humidity). Stéphane Mérillou, Jean-Michel Dischler, Djamchid Ghazanfarpour |
IEEE Trans. Vis. Comput. Graph. | 3 |
| 1999 | Radiosity including complex surfaces and geometric textures using solid irradiance and virtual surfaces
Jean-Michel Dischler, Lotfi Mostefaoui, Djamchid Ghazanfarpour |
Comput. Graph. | 3 |
| 1998 | A beam tracing method with precise antialiasing for polyhedral scenes
Djamchid Ghazanfarpour, Jean-Michel Dischler |
Comput. Graph. | 1 |
| 1998 | Anisotropic Solid Texture Synthesis Using Orthogonal 2D ViewsabstractAnalytical approaches, based on digitised 2D texture models, for an automatic solid (3D) texture synthesis have been recently introduced to Computer Graphics. However, these approaches cannot provide satisfactory solutions in the usual case of natural anisotropic textures (wood grain for example). Indeed, solid texture synthesis requires particular care, and sometimes external knowledge to "guess" the internal structure of solid textures because only 2D texture models are used for analysis. By making some basic assumptions about the internal structure of solid textures, we propose a very efficient method based on a hybrid analysis (spectral and histogram) for an automatic synthesis of solid textures. This new method allows us to obtain high precision solid textures (closely resembling initial models) in a large number of cases, including the difficult case of anisotropic textures. Jean-Michel Dischler, Djamchid Ghazanfarpour, R. Freydier |
Comput. Graph. Forum | 2 |
| 1997 | A Procedural Description of Geometric Textures by Spectral and Spatial Analysis of ProfilesabstractIn this paper we describe a method for automatically generating procedural “geometric” textures, using a hybrid (spectral and spatial) analysis of profiles (ID curves). The profile describes a certain height variation for a certain abscissa. We call “geometric” textures a class of textures including “Bump” textures and “hypertextures”. In dealing with this challenge (automatic synthesis), we introduce two new key ideas. The first is to compute efficiently a compact and procedural description of the texture, by using a spectral (Fourier transform based) and spatial (histogram based) analytical approach of profiles. The resulting texture is defined as a sum of elementary random functions. This sum is generated according to the profile. The procedural description allows the direct computation of the texture values at any co‐ordinates in the Euclidean space and the stochastic aspect of the elementary functions also allows for the processing of highly random textures, with no considerable increase of computation time. The second key idea consists of using analysis in the particular and more complex case of geometric textures. For most analytical methods, underlying geometry is never considered. Using profiles as models, the resulting geometric texture is obtained by extending this profile to 2D or 3D space. The resulting texture directly matches the supplied 1D model. Hence, our method promises to be a very useful tool for easily and efficiently “modelling” any kind of geometric textures including rocks, bumps, peaks, fur, cotton and so on. Jean-Michel Dischler, Djamchid Ghazanfarpour |
Comput. Graph. Forum | 2 |
| 1996 | Generation of 3D Texture Using Multiple 2D Models AnalysisabstractAbstract Solid (30) texturing is commonly used in computer graphics for producing more realistic images. It is often more attractive than the conventional 20 texture mapping but remains more complex on some points. Its major difficulty concerns the generation of 30 texture in a general and efficient way. The well‐known traditional procedural methods use generally a simplified mathematical model of a natural texture. No reliable way for the choice of the mathematical model parameters, which characterise directly the produced 30 texture, is given. Therefore, 30 texture generation becomes a more or less experimental process with these methods. Our recently published methodfor an automatic 30 texture generation avoids this problem by the use of the spectral analysis of one 2D model texture. The resulting 30 texture is of good quality but one open problem remains: the aspect of the produced texture cannot be fully controlled over the entire 30 space by only one 20 spectral analysis. This may be considered as a serious limitation for some kinds of textures representing important variations in any direction. In this paper we present a new and more powerful analytical approach for an automatic 30 texture generation. Contrarily to our previous method, this new approach is not exclusively based on the spectral analysis of only one 20 model. It uses two or three 2D models corresponding to different slices of a 30 texture block, so, the aspect of the produced 3D texture can be controlled more efficiently over the entire 30 space. In addition, a more efficient 30 texture antialiasing, well adapted to this new method is presented. Djamchid Ghazanfarpour, Jean-Michel Dischler |
Comput. Graph. Forum | 1 |
| 1995 | Spectral analysis for automatic 3-D texture generation
Djamchid Ghazanfarpour, Jean-Michel Dischler |
Comput. Graph. | 1 |
| 1995 | A Geometrical Based Method for Highly Complex Structured Textures GenerationabstractAbstract Conventional 2D or 3D texturing methods do not permit an efficient simulation of highly complex structured textures like fire, fur, cotton, etc. More recent techniques, using specific kinds of 3D textures, such as hypertextures or texels based on volume rendering algorithms, are more interesting, for the simulation of such special types of textures. Unfortunately, these techniques remain still restricted because either they need a functional modelling of the object, as it is the case of hypertextures, or they are strictly limited to one specific kind of texture, as it is the case of texels. In this paper we present a new approach for applying a wide range of very different types of highly complex structured textures (fur, fire, water drops, cotton, fume, …) on every kind of objects. This method is particularly based on the geometrical information given by a geometrical model (as the polyhedral or CSG modelling). Like hypertextures or texels, our method uses the volume density rendering, but it isfree of the serious above mentioned restrictions of these methods. In addition, it allows an easy and very intuitive control of the global geometrical shape of generated textures. Its manipulation is simple evenfor a novice user. Jean-Michel Dischler, Djamchid Ghazanfarpour |
Comput. Graph. Forum | 2 |
| 1992 | Affine Texture Mapping and Antialiasing Using Integer ArithmeticabstractAbstract Texture mapping techniques are very useful for generating more realistic images. However, texture compression, generally induced by geometric transformations, is at the origin of aliasing artifacts especially the well‐known “moire” patterns. Two discrete affine texture mapping methods based exclusively on integer arithmetic are presented here. This original approach of discrete affine mapping is adequate for antialiasing in the case of compressed textures. Philippe Nehlig, Djamchid Ghazanfarpour |
Comput. Graph. Forum | 2 |
| 1991 | A high-quality filtering using forward texture mapping
Djamchid Ghazanfarpour, Bernard Péroche |
Comput. Graph. | 1 |
| 1989 | Anti-Aliasing by Successive Steps with a Z-BufferabstractWe present a method allowing to solve the three problems arising when a scene is displayed with the z-buffer algorithm. The proposed algorithm only requires one extra memory bit per pixel and delivers good quality images. It is fast because, in particular, the most expensive calculations such as antialiasing or texture mapping are made only for visible pixels of the scene. Djamchid Ghazanfarpour, Bernard Péroche |
Eurographics | 1 |
| 1987 | A Fast Antialiasing Method with a Z-BufferabstractThis paper describes a new antialiasing method when a z-buffer is used. Good quality antialiasing is achieved in spite of unavoidable approximations. Compared to an ordinary z-buffer, only a little extra memory space and processing time are required. In particular, this fast method can be beneficial when used on a raster graphics system equipped with a hardware-implemented z-buffer. Our approach, however, offers appropriate treatment for certain problems left unsolved by previous methods. Djamchid Ghazanfarpour, Bernard Péroche |
Eurographics | 1 |