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Jonathan Dupuy

dblp:138/3459 · DBLP profile ↗
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8ranked-venue papers
6as first author
2since 2021 · last 2023
0000-0002-4447-3147ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 8 · 6 first-author · 2 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
5 papers
Rendering · 90% Computational photography and imaging · 10%

Topics — the 13 heaviest of 13, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Rendering
physically based rendering
0.522016
Real-time polygonal-light shading with linearly transformed cosines · ACM Trans. Graph. 2016
The SGGX microflake distribution · ACM Trans. Graph. 2015
Rendering › bidirectional reflectance distribution function
microfacet BRDF
0.422015
The SGGX microflake distribution · ACM Trans. Graph. 2015
Linear efficient antialiased displacement and reflectance mapping · ACM Trans. Graph. 2013
Computational photography and imaging › reflectance acquisition
BRDF measurement
0.312018
An adaptive parameterization for efficient material acquisition and rendering · ACM Trans. Graph. 2018
Rendering › bidirectional reflectance distribution function
BRDF representation
0.312018
An adaptive parameterization for efficient material acquisition and rendering · ACM Trans. Graph. 2018
Rendering › appearance acquisition
material acquisition
0.312018
An adaptive parameterization for efficient material acquisition and rendering · ACM Trans. Graph. 2018
Rendering
global illumination
0.312017
A spherical cap preserving parameterization for spherical distributions · ACM Trans. Graph. 2017
Rendering
light transport
0.312017
A spherical cap preserving parameterization for spherical distributions · ACM Trans. Graph. 2017
Rendering
real-time rendering
0.212016
Real-time polygonal-light shading with linearly transformed cosines · ACM Trans. Graph. 2016
Rendering
material appearance
0.212015
The SGGX microflake distribution · ACM Trans. Graph. 2015
Rendering › texture mapping
displacement mapping
0.212013
Linear efficient antialiased displacement and reflectance mapping · ACM Trans. Graph. 2013
Rendering › appearance modeling
reflectance filtering
0.212013
Linear efficient antialiased displacement and reflectance mapping · ACM Trans. Graph. 2013
Rendering › monte carlo rendering
importance sampling
0.112015
The SGGX microflake distribution · ACM Trans. Graph. 2015
Rendering
monte carlo rendering
0.112015
The SGGX microflake distribution · ACM Trans. Graph. 2015

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

importance sampling · 0.5monte carlo sample generation · 0.3gonio-photometry · 0.3closed-form integration · 0.3analytic integration over spherical polygons · 0.2projected area parameterization · 0.2ellipsoid normal distribution · 0.2mipmapping · 0.2linear filtering · 0.2
YearPublicationVenuePosition
2023 Sampling Visible GGX Normals with Spherical Caps
abstract
Abstract Importance sampling the distribution of visible GGX normals requires sampling those of a hemisphere. In this work, we introduce a novel method for sampling such visible normals. Our method builds upon the insight that a hemispherical mirror reflects parallel light rays uniformly within a solid angle shaped as a spherical cap. This spherical cap has the same apex as the hemispherical mirror, and its aperture given by the angle formed by the orientation of that apex and the direction of incident light rays. Based on this insight, we sample GGX visible normals as halfway vectors between a given incident direction and directions drawn from its associated spherical cap. Our resulting implementation is even simpler than that of Heitz and leads to systematic speed‐ups in our benchmarks.
Jonathan Dupuy, Anis Benyoub
Comput. Graph. Forum1
2021 A Halfedge Refinement Rule for Parallel Catmull-Clark Subdivision
abstract
Abstract We show that Catmull‐Clark subdivision induces an invariant one‐to‐four refinement rule for halfedges that reduces to simple algebraic expressions. This has two important consequences. First, it allows to refine the halfedges of the input mesh, which completely describe its topology, concurrently in breadth‐first order. Second, it makes the computation of the vertex points straightforward as the halfedges provide all the information that is needed. We leverage these results to derive a novel parallel implementation of Catmull‐Clark subdivision suitable for the GPU. Our implementation supports non‐quad faces, extraordinary vertices, boundaries and semi‐sharp creases seamlessly. Moreover, we show that its speed scales linearly with the number of processors, and yields state‐of‐the‐art performances on modern GPUs.
Jonathan Dupuy, Kenneth Vanhoey
Comput. Graph. Forum1
2018 An adaptive parameterization for efficient material acquisition and rendering
abstract
One of the key ingredients of any physically based rendering system is a detailed specification characterizing the interaction of light and matter of all materials present in a scene, typically via the Bidirectional Reflectance Distribution Function (BRDF). Despite their utility, access to real-world BRDF datasets remains limited: this is because measurements involve scanning a four-dimensional domain at sufficient resolution, a tedious and often infeasibly time-consuming process. We propose a new parameterization that automatically adapts to the behavior of a material, warping the underlying 4D domain so that most of the volume maps to regions where the BRDF takes on non-negligible values, while irrelevant regions are strongly compressed. This adaptation only requires a brief 1D or 2D measurement of the material's retro-reflective properties. Our parameterization is unified in the sense that it combines several steps that previously required intermediate data conversions: the same mapping can simultaneously be used for BRDF acquisition, storage, and it supports efficient Monte Carlo sample generation. We observe that the above desiderata are satisfied by a core operation present in modern rendering systems, which maps uniform variates to direction samples that are proportional to an analytic BRDF. Based on this insight, we define our adaptive parameterization as an invertible, retro-reflectively driven mapping between the parametric and directional domains. We are able to create noise-free renderings of existing BRDF datasets after conversion into our representation with the added benefit that the warped data is significantly more compact, requiring 16KiB and 544KiB per spectral channel for isotropic and anisotropic specimens, respectively. Finally, we show how to modify an existing gonio-photometer to provide the needed retro-reflection measurements. Acquisition then proceeds within a 4D space that is warped by our parameterization. We demonstrate the efficacy of this scheme by acquiring the first set of spectral BRDFs of surfaces exhibiting arbitrary roughness, including anisotropy.
Jonathan Dupuy, Wenzel Jakob
ACM Trans. Graph.1
2017 A spherical cap preserving parameterization for spherical distributions
abstract
We introduce a novel parameterization for spherical distributions that is based on a point located inside the sphere, which we call a pivot. The pivot serves as the center of a straight-line projection that maps solid angles onto the opposite side of the sphere. By transforming spherical distributions in this way, we derive novel parametric spherical distributions that can be evaluated and importance-sampled from the original distributions using simple, closed-form expressions. Moreover, we prove that if the original distribution can be sampled and/or integrated over a spherical cap, then so can the transformed distribution. We exploit the properties of our parameterization to derive efficient spherical lighting techniques for both real-time and offline rendering. Our techniques are robust, fast, easy to implement, and achieve quality that is superior to previous work.
Jonathan Dupuy, Eric Heitz, Laurent Belcour
ACM Trans. Graph.1
2016 Real-time polygonal-light shading with linearly transformed cosines
abstract
In this paper, we show that applying a linear transformation---represented by a 3 x 3 matrix---to the direction vectors of a spherical distribution yields another spherical distribution, for which we derive a closed-form expression. With this idea, we can use any spherical distribution as a base shape to create a new family of spherical distributions with parametric roughness, elliptic anisotropy and skewness. If the original distribution has an analytic expression, normalization, integration over spherical polygons, and importance sampling, then these properties are inherited by the linearly transformed distributions. By choosing a clamped cosine for the original distribution we obtain a family of distributions, which we call Linearly Transformed Cosines (LTCs), that provide a good approximation to physically based BRDFs and that can be analytically integrated over arbitrary spherical polygons. We show how to use these properties in a realtime polygonal-light shading application. Our technique is robust, fast, accurate and simple to implement.
Eric Heitz, Jonathan Dupuy, Stephen Hill, David Neubelt
ACM Trans. Graph.2
2015 Extracting Microfacet-based BRDF Parameters from Arbitrary Materials with Power Iterations
abstract
Abstract We introduce a novel fitting procedure that takes as input an arbitrary material, possibly anisotropic, and automatically converts it to a microfacet BRDF. Our algorithm is based on the property that the distribution of microfacets may be retrieved by solving an eigenvector problem that is built solely from backscattering samples. We show that the eigenvector associated to the largest eigenvalue is always the only solution to this problem, and compute it using the power iteration method. This approach is straightforward to implement, much faster to compute, and considerably more robust than solutions based on nonlinear optimizations. In addition, we provide simple conversion procedures of our fits into both Beckmann and GGX roughness parameters, and discuss the advantages of microfacet slope space to make our fits editable. We apply our method to measured materials from two large databases that include anisotropic materials, and demonstrate the benefits of spatially varying roughness on texture mapped geometric models.
Jonathan Dupuy, Eric Heitz, Jean-Claude Iehl, Pierre Poulin, Victor Ostromoukhov
Comput. Graph. Forum1
2015 The SGGX microflake distribution
abstract
We introduce the Symmetric GGX (SGGX) distribution to represent spatially-varying properties of anisotropic microflake participating media. Our key theoretical insight is to represent a microflake distribution by the projected area of the microflakes. We use the projected area to parameterize the shape of an ellipsoid, from which we recover a distribution of normals. The representation based on the projected area allows for robust linear interpolation and prefiltering, and thanks to its geometric interpretation, we derive closed form expressions for all operations used in the microflake framework. We also incorporate microflakes with diffuse reflectance in our theoretical framework. This allows us to model the appearance of rough diffuse materials in addition to rough specular materials. Finally, we use the idea of sampling the distribution of visible normals to design a perfect importance sampling technique for our SGGX microflake phase functions. It is analytic, deterministic, simple to implement, and one order of magnitude faster than previous work.
Eric Heitz, Jonathan Dupuy, Cyril Crassin, Carsten Dachsbacher
ACM Trans. Graph.2
2013 Linear efficient antialiased displacement and reflectance mapping
abstract
We present Linear Efficient Antialiased Displacement and Reflectance (LEADR) mapping, a reflectance filtering technique for displacement mapped surfaces. Similarly to LEAN mapping, it employs two mipmapped texture maps, which store the first two moments of the displacement gradients. During rendering, the projection of this data over a pixel is used to compute a noncentered anisotropic Beckmann distribution using only simple, linear filtering operations. The distribution is then injected in a new, physically based, rough surface microfacet BRDF model, that includes masking and shadowing effects for both diffuse and specular reflection under directional, point, and environment lighting. Furthermore, our method is compatible with animation and deformation, making it extremely general and flexible. Combined with an adaptive meshing scheme, LEADR mapping provides the very first seamless and hardware-accelerated multi-resolution representation for surfaces. In order to demonstrate its effectiveness, we render highly detailed production models in real time on a commodity GPU, with quality matching supersampled ground-truth images.
Jonathan Dupuy, Eric Heitz, Jean-Claude Iehl, Pierre Poulin, Fabrice Neyret, Victor Ostromoukhov
ACM Trans. Graph.1