Demo Data from EDBT 2026 / reviewers in the wild / expert
David Vanderhaeghe
dblp:21/2308
· DBLP profile ↗
12ranked-venue papers
1as first author
3since 2021 · last 2025
0000-0003-0506-6036ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 12 · 1 first-author · 3 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 |
Multimedia analysis and retrieval · 34% Geometric modeling and processing · 34% Visualization and visual analytics · 22% | |
| Human-computer interaction and pervasive computing
1 paper |
User interface design and tools · 100% |
Topics — the 5 heaviest of 5, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Multimedia analysis and retrieval › image analysis
sketch analysis |
0.4 | 1 | 2020 | A benchmark for rough sketch cleanup · ACM Trans. Graph. 2020 |
Geometric modeling and processing › vectorization
sketch vectorization |
0.4 | 1 | 2020 | A benchmark for rough sketch cleanup · ACM Trans. Graph. 2020 |
Visualization and visual analytics › visual encoding
color palette design |
0.3 | 1 | 2017 | Constrained palette-space exploration · ACM Trans. Graph. 2017 |
Visual content generation and editing
sketch simplification |
0.1 | 1 | 2020 | A benchmark for rough sketch cleanup · ACM Trans. Graph. 2020 |
User interface design and tools
interactive design tools |
0.1 | 1 | 2017 | Constrained palette-space exploration · ACM Trans. Graph. 2017 |
Methods — techniques the papers use, named apart from their topics
palette interpolation · 0.6minimization · 0.6graph-based representation · 0.6manual vectorization · 0.4ground truth annotation · 0.4
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | Automatic Inbetweening for Stroke-Based Painterly AnimationabstractAbstract Painterly 2D animation, like the paint‐on‐glass technique, is a tedious task performed by skilled artists, primarily using traditional manual methods. Although CG tools can simplify the creation process, previous works often focus on temporal coherence, which typically results in the loss of the handmade look and feel. In contrast to cartoon animation, where regions are typically filled with smooth gradients, stroke‐based stylized 2D animation requires careful consideration of how shapes are filled, as each stroke may be perceived individually. We propose a method to generate intermediate frames using example keyframes and a motion description. This method allows artists to create only one image for every five to 10 output images in the animation, while the automatically generated intermediate frames provide plausible inbetween frames. Nicolas Barroso, Amélie Fondevilla, David Vanderhaeghe |
Comput. Graph. Forum | 3 |
| 2022 | Shadow Layers for Participating MediaabstractAbstract In the movie industry pipeline, rendering programs output the main image along with a collection of Arbitrary Output Variable layers (AOVs) that retain specific information on light transport and scene properties in image space. Compositing artists use AOVs to improve the quality and appearance of the rendered picture during post‐processing, according to the artistic goal of the shot. In particular, cast shadows are manipulated to support narration and storytelling, as the human perception tolerates non‐physical edits. Conventional path tracing renderers often propose a shadow matte AOV containing radiance lost when shadow rays are occluded. Previous work has shown that they incorrectly estimate shadow and miss occluded radiance from indirect light sources, and that shadow layers must be used to correctly recover radiance from single, solid occluders. In this paper, we generalise shadow layers to an arbitrary number of occluders, and add support for participating media. We begin by quantifying the radiance loss between the radiative transfer equation and the rendering equation, and translate it into a path integral formulation for an efficient Monte Carlo integration. We propose a prototype implementation that renders the main image and shadow layers in a single pass with an affordable computational overhead. François Desrichard, David Vanderhaeghe, Mathias Paulin |
Comput. Graph. Forum | 2 |
| 2022 | Harmonics Virtual Lights: Fast Projection of Luminance Field on Spherical Harmonics for Efficient RenderingabstractAbstract In this paper, we introduce harmonics virtual lights (HVL), to model indirect light sources for interactive global illumination of dynamic 3D scenes. Virtual point lights (VPL) are an efficient approach to define indirect light sources and to evaluate the resulting indirect lighting. Nonetheless, VPL suffer from disturbing artefacts, especially with high‐frequency materials. Virtual spherical lights (VSL) avoid these artefacts by considering spheres instead of points but estimates the lighting integral using Monte‐Carlo which results to noise in the final image. We define HVL as an extension of VSL in a spherical harmonics (SH) framework, defining a closed form of the lighting integral evaluation. We propose an efficient SH projection of spherical lights contribution faster than existing methods. Computing the outgoing luminance requires operations when using materials with circular symmetric lobes, and operations for the general case, where n is the number of SH bands. HVL can be used with either parametric or measured BRDF without extra cost and offers control over rendering time and image quality, by either decreasing or increasing the band limit used for SH projection. Our approach is particularly well‐designed to render medium‐frequency one‐bounce global illumination with arbitrary BRDF at an interactive frame rate. Pierre Mézières, François Desrichard, David Vanderhaeghe, Mathias Paulin |
Comput. Graph. Forum | 3 |
| 2020 | A benchmark for rough sketch cleanupabstractSketching is a foundational step in the design process. Decades of sketch processing research have produced algorithms for 3D shape interpretation, beautification, animation generation, colorization, etc. However, there is a mismatch between sketches created in the wild and the clean, sketch-like input required by these algorithms, preventing their adoption in practice. The recent flurry of sketch vectorization, simplification, and cleanup algorithms could be used to bridge this gap. However, they differ wildly in the assumptions they make on the input and output sketches. We present the first benchmark to evaluate and focus sketch cleanup research. Our dataset consists of 281 sketches obtained in the wild and a curated subset of 101 sketches. For this curated subset along with 40 sketches from previous work, we commissioned manual vectorizations and multiple ground truth cleaned versions by professional artists. The sketches span artistic and technical categories and were created by a variety of artists with different styles. Most sketches have Creative Commons licenses; the rest permit academic use. Our benchmark's metrics measure the similarity of automatically cleaned rough sketches to artist-created ground truth; the ambiguity and messiness of rough sketches; and low-level properties of the output parameterized curves. Our evaluation identifies shortcomings among state-of-the-art cleanup algorithms and discusses open problems for future research. Chuan Yan, David Vanderhaeghe, Yotam I. Gingold |
ACM Trans. Graph. | 2 |
| 2020 | ISPH-PBD: coupled simulation of incompressible fluids and deformable bodies
Nadine Abu Rumman, Prapanch Nair, Patric Müller, Loïc Barthe, David Vanderhaeghe |
Vis. Comput. | 5 |
| 2019 | Global Illumination Shadow LayersabstractAbstract Computer graphics artists often resort to compositing to rework light effects in a synthetic image without requiring a new render. Shadows are primary subjects of artistic manipulation as they carry important stylistic information while our perception is tolerant with their editing. In this paper we formalize the notion of global shadow, generalizing direct shadow found in previous work to a global illumination context. We define an object's shadow layer as the difference between two altered renders of the scene. A shadow layer contains the radiance lost on the camera film because of a given object. We translate this definition in the theoretical framework of Monte‐Carlo integration, obtaining a concise expression of the shadow layer. Building on it, we propose a path tracing algorithm that renders both the original image and any number of shadow layers in a single pass: the user may choose to separate shadows on a per‐object and per‐light basis, enabling intuitive and decoupled edits. François Desrichard, David Vanderhaeghe, Mathias Paulin |
Comput. Graph. Forum | 2 |
| 2017 | Constrained palette-space explorationabstractColor palettes are widely used by artists to define colors of artworks and explore color designs. In general, artists select the colors of a palette by following a set of rules, e.g. contrast or relative luminance. Existing interactive palette exploration tools explore palette spaces following limited constraints defined as geometric configurations in color space e.g. harmony rules on the color wheel. Palette search algorithms sample palettes from color relations learned from an input dataset, however they cannot provide interactive user edits and palette refinement. We introduce in this work a new versatile formulation enabling the creation of constraint-based interactive palette exploration systems. Our technical contribution is a graph-based palette representation, from which we define palette exploration as a minimization problem that can be solved efficiently and provide real-time feedback. Based on our formulation, we introduce two interactive palette exploration strategies: constrained palette exploration, and for the first time, constrained palette interpolation. We demonstrate the performances of our approach on various application cases and evaluate how it helps users finding trade-offs between concurrent constraints. Nicolas Mellado, David Vanderhaeghe, Charlotte Hoarau, Sidonie Christophe, Mathieu Brédif, Loïc Barthe |
ACM Trans. Graph. | 2 |
| 2017 | RayPortals: a light transport editing framework
Thomas Subileau, Nicolas Mellado, David Vanderhaeghe, Mathias Paulin |
Vis. Comput. | 3 |
| 2014 | Crack-free rendering of dynamically tesselated B-rep modelsabstractAbstract We propose a versatile pipeline to render B‐Rep models interactively, precisely and without rendering‐related artifacts such as cracks. Our rendering method is based on dynamic surface evaluation using both tesselation and ray‐casting, and direct GPU surface trimming. An initial rendering of the scene is performed using dynamic tesselation. The algorithm we propose reliably detects then fills up cracks in the rendered image. Crack detection works in image space, using depth information, while crack‐filling is either achieved in image space using a simple classification process, or performed in object space through selective ray‐casting. The crack filling method can be dynamically changed at runtime. Our image space crack filling approach has a limited runtime cost and enables high quality, real‐time navigation. Our higher quality, object space approach results in a rendering of similar quality than full‐scene ray‐casting, but is 2 to 6 times faster, can be used during navigation and provides accurate, reliable rendering. Integration of our work with existing tesselation‐based rendering engines is straightforward. Frédéric Claux, Loïc Barthe, David Vanderhaeghe, Jean-Pierre Jessel, Mathias Paulin |
Comput. Graph. Forum | 3 |
| 2013 | Time and Space Coherent Occlusion Culling for Tileable Extended 3D WorldsabstractIn order to interactively render large virtual worlds, the amount of 3D geometry passed to the graphics hardware must be kept to a minimum. Typical solutions to this problem include the use of potentially visible sets and occlusion culling, however, these solutions do not scale well, in time nor in memory, with the size of a virtual world. We propose a fast and inexpensive variant of occlusion culling tailored to a simple tiling scheme that improves scalability while maintaining very high performance. Tile visibilities are evaluated with hardware-accelerated occlusion queries, and in-tile rendering is rapidly computed using BVH instantiation and any visibility method, we use the CHC++ occlusion culling method for its good general performance. Tiles are instantiated only when tested locally for visibility, thus avoiding the need for a preconstructed global structure for the complete world. Our approach can render large-scale, diversified virtual worlds with complex geometry, such as cities or forests, all at high performance and with a modest memory footprint. Dorian Gomez, Mathias Paulin, David Vanderhaeghe, Pierre Poulin |
CAD/Graphics | 3 |
| 2011 | Implicit Brushes for Stylized Line-based RenderingabstractAbstract We introduce a new technique called Implicit Brushes to render animated 3D scenes with stylized lines in realtime with temporal coherence. An Implicit Brush is defined at a given pixel by the convolution of a brush footprint along a feature skeleton; the skeleton itself is obtained by locating surface features in the pixel neighborhood. Features are identified via image‐space fitting techniques that not only extract their location, but also their profile, which permits to distinguish between sharp and smooth features. Profile parameters are then mapped to stylistic parameters such as brush orientation, size or opacity to give rise to a wide range of line‐based styles. Romain Vergne, David Vanderhaeghe, Jiazhou Chen 0002, Pascal Barla, Xavier Granier, Christophe Schlick |
Comput. Graph. Forum | 2 |
| 2007 | Dynamic Point Distribution for Stroke-based Rendering
David Vanderhaeghe, Pascal Barla, Joëlle Thollot, François X. Sillion |
Rendering Techniques | 1 |