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Arnauld Lamorlette

dblp:93/5631 · DBLP profile ↗
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2ranked-venue papers
1as first author
0since 2021 · last 2004
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 2 · 1 first-author

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 · 86% Computer animation and physical simulation · 14%

Topics — the 8 heaviest of 8, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Rendering › global illumination
final gathering
0.012004
An approximate global illumination system for computer generated films · ACM Trans. Graph. 2004
Rendering
global illumination
0.012004
An approximate global illumination system for computer generated films · ACM Trans. Graph. 2004
Rendering › global illumination
indirect illumination
0.012004
An approximate global illumination system for computer generated films · ACM Trans. Graph. 2004
Rendering
production rendering
0.012004
An approximate global illumination system for computer generated films · ACM Trans. Graph. 2004
Computer animation and physical simulation
procedural animation
0.012002
Structural modeling of flames for a production environment · ACM Trans. Graph. 2002
Rendering › global illumination
irradiance caching
0.012004
An approximate global illumination system for computer generated films · ACM Trans. Graph. 2004
Rendering
ray tracing
0.012004
An approximate global illumination system for computer generated films · ACM Trans. Graph. 2004
Rendering
volume rendering
0.012002
Structural modeling of flames for a production environment · ACM Trans. Graph. 2002

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

programmable shaders · 0.0micro-polygon scan line rendering · 0.0irradiance gradient caching · 0.0stochastic modeling · 0.0physics-based wind fields · 0.0kolmogorov noise · 0.0
YearPublicationVenuePosition
2004 An approximate global illumination system for computer generated films
abstract
Lighting models used in the production of computer generated feature animation have to be flexible, easy to control, and efficient to compute. Global illumination techniques do not lend themselves easily to flexibility, ease of use, or speed, and have remained out of reach thus far for the vast majority of images generated in this context. This paper describes the implementation and integration of indirect illumination within a feature animation production renderer. For efficiency reasons, we choose to partially solve the rendering equation. We explain how this compromise allows us to speed-up final gathering calculations and reduce noise. We describe an efficient ray tracing strategy and its integration with a micro-polygon based scan line renderer supporting displacement mapping and programmable shaders. We combine a modified irradiance gradient caching technique with an approximate lighting model that enhances caching coherence and provides good scalability to render complex scenes into high-resolution images suitable for film. We describe the tools that are made available to the artists to control indirect lighting in final renders. We show that our approach provides an efficient solution, easy to art direct, that allows animators to enhance considerably the quality of images generated for a large category of production work.
Eric Tabellion, Arnauld Lamorlette
ACM Trans. Graph.2
2002 Structural modeling of flames for a production environment
abstract
In this paper we describe a system for animating flames. Stochastic models of flickering and buoyant diffusion provide realistic local appearance while physics-based wind fields and Kolmogorov noise add controllable motion and scale. Procedural mechanisms are developed for animating all aspects of flame behavior including moving sources, combustion spread, flickering, separation and merging, and interaction with stationary objects. At all stages in the process the emphasis is on total artistic and behavioral control while maintaining interactive animation rates. The final system is suitable for a high volume production pipeline.
Arnauld Lamorlette, Nick Foster
ACM Trans. Graph.1