EDBT 2026 Demo / reviewers in the wild / expert
Mathias Paulin
dblp:33/1593
· DBLP profile ↗
35ranked-venue papers
2as first author
7since 2021 · last 2025
0000-0001-5606-9654ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 33 · 1 first-author · 7 since 2021Human-computer interaction and ubiquitous computing · 6Artificial intelligence and machine learning · 2 · 1 first-authorComputer networks · 1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | Fused Collapsing for Wide BVH ConstructionabstractAbstract We propose a novel approach for constructing wide bounding volume hierarchies on the GPU by integrating a simple bottom‐up collapsing procedure within an existing binary bottom‐up BVH builder. Our approach directly constructs a wide BVH without traversing a temporary binary BVH as done by previous approaches and achieves 1.4 – 1.6 × lower build times. We demonstrate the ability of our algorithm to output compressed wide BVHs using existing compressed representations. We analyze the impact of our method on software raytracing performance and show that it reduces the overall frame time on complex dynamic scenes where rebuilding the BVH every frame is the limiting factor on rendering performance. Wilhem Barbier, Mathias Paulin |
Comput. Graph. Forum | 2 |
| 2025 | Lipschitz Pruning: Hierarchical Simplification of Primitive-Based SDFsabstractAbstract Rendering tree‐based analytical Signed Distance Fields (SDFs) through sphere tracing often requires to evaluate many primitives per tracing step, for many steps per pixel of the end image. This cost quickly becomes prohibitive as the number of primitives that constitute the SDF grows. In this paper, we alleviate this cost by computing local pruned trees that are equivalent to the full tree within their region of space while being much faster to evaluate. We introduce an efficient hierarchical tree pruning method based on the Lipschitz property of SDFs, which is compatible with hard and smooth CSG operators. We propose a GPU implementation that enables real‐time sphere tracing of complex SDFs composed of thousands of primitives with dynamic animation. Our pruning technique provides significant speedups for SDF evaluation in general, which we demonstrate on sphere tracing tasks but could also lead to significant improvement for SDF discretization or polygonization. Wilhem Barbier, Mathieu Sanchez, Axel Paris, Élie Michel, Thibaud Lambert, Tamy Boubekeur, Mathias Paulin, Theo Thonat |
Comput. Graph. Forum | 7 |
| 2023 | Coupling Conduction, Convection and Radiative Transfer in a Single Path-Space: Application to Infrared RenderingabstractIn the past decades, Monte Carlo methods have shown their ability to solve PDEs, independently of the dimensionality of the integration domain and for different use-cases (e.g. light transport, geometry processing, physics simulation). Specifically, the path-space formulation of transport equations is a key ingredient to define tractable and scalable solvers, and we observe nowadays a strong interest in the definition of simulation systems based on Monte Carlo algorithms. We also observe that, when simulating combined physics (e.g. thermal rendering from a heat transfer simulation), there is a lack of coupled Monte Carlo algorithms allowing to solve all the physics at once, in the same path space, rather than combining several independent MC estimators, a combination that would make the global solver critically sensitive to the complexity of each simulation space. This brings to our proposal: a coupled, single path-space, Monte Carlo algorithm for efficient multi-physics problems solving. In this work, we combine our understanding and knowledge of Physics and Computer Graphics to demonstrate how to formulate and arrange different simulation spaces into a single path space. We define a tractable formalism for coupled heat transfer simulation using Monte Carlo, and we leverage the path-space construction to interactively compute multiple simulations with different conditions in the same scene, in terms of boundary conditions and observation time. We validate our proposal in the context of infrared rendering with different thermal simulation scenarios: e.g., room temperature simulation, visualization of heat paths within materials (detection of thermal bridges), heat diffusion capacity of thermal exchanger. We expect that our theoretical framework will foster collaboration and multidisciplinary studies. The perspectives this framework opens are detailed and we suggest a research agenda towards the resolution of coupled PDEs at the interface of Physics and Computer Graphics. Mégane Bati, Stéphane Blanco, Christophe Coustet, Vincent Eymet, Vincent Forest, Richard Fournier, Jacques Gautrais, Nicolas Mellado, Mathias Paulin, Benjamin Piaud |
ACM Trans. Graph. | 9 |
| 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 | 3 |
| 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 | 4 |
| 2022 | Recursive analytic spherical harmonics gradient for spherical lightsabstractAbstract When rendering images using Spherical Harmonics (SH), the projection of a spherical function on the SH basis remains a computational challenge both for high‐frequency functions and for emission functions from complex light sources. Recent works investigate efficient SH projection of the light field coming from polygonal and spherical lights. To further reduce the rendering time, instead of computing the SH coefficients at each vertex of a mesh or at each fragment on an image, it has been shown, for polygonal area light, that computing both the SH coefficients and their spatial gradients on a grid covering the scene allows the efficient and accurate interpolation of these coefficients at each shaded point. In this paper, we develop analytical recursive formulae to compute the spatial gradients of SH coefficients for spherical light. This requires the efficient computation of the spatial gradients of the SH basis function that we also derive. Compared to existing method for polygonal light, our method is faster, requires less memory and scales better with respect to the SH band limit. We also show how to approximate polygonal lights using spherical lights to benefit from our derivations. To demonstrate the effectiveness of our proposal, we integrate our algorithm in a shading system able to render fully dynamic scenes with several hundreds of spherical lights in real time. Pierre Mézières, Nicolas Mellado, Loïc Barthe, Mathias Paulin |
Comput. Graph. Forum | 4 |
| 2022 | PCEDNet: A Lightweight Neural Network for Fast and Interactive Edge Detection in 3D Point CloudsabstractIn recent years, Convolutional Neural Networks (CNN) have proven to be efficient analysis tools for processing point clouds, e.g., for reconstruction, segmentation, and classification. In this article, we focus on the classification of edges in point clouds, where both edges and their surrounding are described. We propose a new parameterization adding to each point a set of differential information on its surrounding shape reconstructed at different scales. These parameters, stored in a Scale-Space Matrix (SSM) , provide a well-suited information from which an adequate neural network can learn the description of edges and use it to efficiently detect them in acquired point clouds. After successfully applying a multi-scale CNN on SSMs for the efficient classification of edges and their neighborhood, we propose a new lightweight neural network architecture outperforming the CNN in learning time, processing time, and classification capabilities. Our architecture is compact, requires small learning sets, is very fast to train, and classifies millions of points in seconds. Chems-Eddine Himeur, Thibault Lejemble, Thomas Pellegrini, Mathias Paulin, Loïc Barthe, Nicolas Mellado |
ACM Trans. Graph. | 4 |
| 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 | 3 |
| 2017 | RayPortals: a light transport editing framework
Thomas Subileau, Nicolas Mellado, David Vanderhaeghe, Mathias Paulin |
Vis. Comput. | 4 |
| 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 | 5 |
| 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 | 2 |
| 2013 | A gradient-based implicit blendabstractWe introduce a new family of binary composition operators that solves four major problems of constructive implicit modeling: suppressing bulges when two shapes merge, avoiding unwanted blending at a distance, ensuring that the resulting shape keeps the topology of the union, and enabling sharp details to be added without being blown up. The key idea is that field functions should not only be combined based on their values, but also on their gradients . We implement this idea through a family of C ∞ composition operators evaluated on the GPU for efficiency, and illustrate it by applications to constructive modeling and animation. Olivier Gourmel, Loïc Barthe, Marie-Paule Cani, Brian Wyvill, Adrien Bernhardt, Mathias Paulin, Herbert Grasberger |
ACM Trans. Graph. | 6 |
| 2013 | Implicit skinning: real-time skin deformation with contact modelingabstractGeometric skinning techniques, such as smooth blending or dual-quaternions, are very popular in the industry for their high performances, but fail to mimic realistic deformations. Other methods make use of physical simulation or control volume to better capture the skin behavior, yet they cannot deliver real-time feedback. In this paper, we present the first purely geometric method handling skin contact effects and muscular bulges in real-time. The insight is to exploit the advanced composition mechanism of volumetric, implicit representations for correcting the results of geometric skinning techniques. The mesh is first approximated by a set of implicit surfaces. At each animation step, these surfaces are combined in real-time and used to adjust the position of mesh vertices, starting from their smooth skinning position. This deformation step is done without any loss of detail and seamlessly handles contacts between skin parts. As it acts as a post-process, our method fits well into the standard animation pipeline. Moreover, it requires no intensive computation step such as collision detection, and therefore provides real-time performances. Rodolphe Vaillant, Loïc Barthe, Gaël Guennebaud, Marie-Paule Cani, Damien Rohmer, Brian Wyvill, Olivier Gourmel, Mathias Paulin |
ACM Trans. Graph. | 8 |
| 2011 | Occlusion tiling
Dorian Gomez, Pierre Poulin, Mathias Paulin |
Graphics Interface | 3 |
| 2011 | Sample-space bright spots removal using density estimation
Anthony Pajot, Loïc Barthe, Mathias Paulin |
Graphics Interface | 3 |
| 2011 | Effective despeckling of HDR imagesabstractHigh Dynamic Range (HDR) images are common in computer graphics. In these images, speckles can appear for various reasons, such as high variance for Monte-Carlo-based rendering engines. These speckles are responsible for large artefacts if non-robust post-processing methods are used, such as tonemapping operators relying on a maximal or average luminance value. Ensuring that all post-processing operators are robust is tedious, therefore we propose to handle these speckles before any other processing is done. This way, we ensure that any HDR image post-processing pipeline produces acceptable results. Anthony Pajot, Loïc Barthe, Mathias Paulin |
SIGGRAPH Asia Sketches | 3 |
| 2011 | Combinatorial Bidirectional Path-Tracing for Efficient Hybrid CPU/GPU RenderingabstractAbstract This paper presents a reformulation of bidirectional path‐tracing that adequately divides the algorithm into processes efficiently executed in parallel on both the CPU and the GPU. We thus benefit from high‐level optimization techniques such as double buffering, batch processing, and asyncronous execution, as well as from the exploitation of most of the CPU, GPU, and memory bus capabilities. Our approach, while avoiding pure GPU implementation limitations (such as limited complexity of shaders, light or camera models, and processed scene data sets), is more than ten times faster than standard bidirectional path‐tracing implementations, leading to performance suitable for production‐oriented rendering engines. Anthony Pajot, Loïc Barthe, Mathias Paulin, Pierre Poulin |
Comput. Graph. Forum | 3 |
| 2011 | Representativity for Robust and Adaptive Multiple Importance SamplingabstractWe present a general method enhancing the robustness of estimators based on multiple importance sampling (MIS) in a numerical integration context. MIS minimizes variance of estimators for a given sampling configuration, but when this configuration is less adapted to the integrand, the resulting estimator suffers from extra variance. We address this issue by introducing the notion of "representativity" of a sampling strategy, and demonstrate how it can be used to increase robustness of estimators, by adapting them to the integrand. We first show how to compute representativities using common rendering informations such as BSDF, photon maps, or caches in order to choose the best sampling strategy for MIS. We then give hints to generalize our method to any integration problem and demonstrate that it can be used successfully to enhance robustness in different common rendering algorithms. Anthony Pajot, Loïc Barthe, Mathias Paulin, Pierre Poulin |
IEEE Trans. Vis. Comput. Graph. | 3 |
| 2010 | Fitted BVH for Fast Raytracing of MetaballsabstractAbstract Raytracing metaballs is a problem that has numerous applications in the rendering of dynamic soft objects such as fluids. However, current techniques are either limited in the visual effects that they can render or their performance drops as the number of metaballs and their density increase. We present a new acceleration structure based on BVH and kd‐tree for efficient raytracing of a large number of metaballs. This structure is built from an adapted SAH using a fast greedy algorithm and allows the visualization of several hundreds of thousands metaballs at interactive‐to‐real‐time framerates. Our method can handle arbitrary rays to simulate any complex secondary effects such as reflections or soft shadows, and is robust with respect to the density of metaballs. We achieve this performance thanks to a balanced CPU‐GPU (using CUDA) implementation of the animation, structure creation, and rendering. Olivier Gourmel, Anthony Pajot, Mathias Paulin, Loïc Barthe, Pierre Poulin |
Comput. Graph. Forum | 3 |
| 2009 | Soft Textured Shadow VolumeabstractAbstract Efficiently computing robust soft shadows is a challenging and time consuming task. On the one hand, the quality of image‐based shadows is inherently limited by the discrete property of their framework. On the other hand, object‐based algorithms do not exhibit such discretization issues but they can only efficiently deal with triangles having a constant transmittance factor. This paper addresses this limitation. We propose a general algorithm for the computation of robust and accurate soft shadows for triangles with a spatially varying transmittance. We then show how this technique can be efficiently included into object‐based soft shadow algorithms. This results in unified object‐based frameworks for computing robust direct shadows for both standard and perforated triangles in fully animated scenes. Vincent Forest, Loïc Barthe, Gaël Guennebaud, Mathias Paulin |
Comput. Graph. Forum | 4 |
| 2008 | Automatic Design of Robot Behaviors through Constraint Network AcquisitionabstractControl architectures, such as the LAAS architecture, CLARATY and HARPIC, have been developped to provide autonomy to robots. To achieve a robot's task, these control architectures plan sequences of sensorimotor behaviors. Currently carried out by roboticians, the design of sensorimotor behaviors is a truly complex task that can require many hours of hard work and intensive computations. In this paper, we propose a Constraint Programming-based framework to interact with roboticians during the sensorimotor behaviors design. A constraint network acquisition platform and a CSP-Based planner are used to automatically design sensorimotor behaviors. Moreover, our architecture exploits the propagation properties of the acquired CSPs to supervise the execution of a given sensorimotor behavior. Some experimental results are presented to validate our approach. Mathias Paulin, Christian Bessiere, Jean Sallantin |
ICTAI (1) | 1 |
| 2008 | Accurate Shadows by Depth Complexity SamplingabstractAbstract The accurate generation of soft shadows is a particularly computationally intensive task. In order to reduce rendering time, most real‐time and offline applications decorrelate the generation of shadows from the computation of lighting. In addition to such approximations, they generate shadows using some restrictive assumptions only correct in very specific cases, leading to penumbra over‐estimation or light‐leaking artifacts. In this paper we present an algorithm that produces soft shadows without exhibiting the previous drawbacks. Using a new efficient evaluation of the number of occluders between two points (i.e. the depth complexity) we either modulate direct lighting or numerically solve the rendering equation for direct illumination. Our approach approximates shadows cast by semi‐opaque occluders and naturally handles area lights with spatially varying luminance. Furthermore, depending on the desired performance and quality, the resulting shadows are either very close to, or as accurate as, a ray‐traced reference. As a result, the presented method is well suited to many domains, ranging from quality‐sensitive to performance‐critical applications. Vincent Forest, Loïc Barthe, Mathias Paulin |
Comput. Graph. Forum | 3 |
| 2007 | Wavelet encoding of BRDFs for real-time renderingabstractAcquired data often provides the best knowledge of a material's bidirectional reflectance distribution function (BRDF). Its integration into most real-time rendering systems requires both data compression and the implementation of the decompression and filtering stages on contemporary graphics processing units (GPUs). This paper improves the quality of real-time per-pixel lighting on GPUs using a wavelet decomposition of acquired BRDFs. Three-dimensional texture mapping with indexing allows us to efficiently compress the BRDF data by exploiting much of the coherency between hemispherical data. We apply built-in hardware filtering and pixel shader flexibility to perform filtering in the full 4D BRDF domain. Anti-aliasing of specular highlights is performed via a progressive level-of-detail technique built upon the multiresolution of the wavelet encoding. This technique increases rendering performance on distant surfaces while maintaining accurate appearance of close ones. Luc Claustres, Loïc Barthe, Mathias Paulin |
Graphics Interface | 3 |
| 2007 | Query-Driven Constraint Acquisition
Christian Bessiere, Remi Coletta, Barry O'Sullivan, Mathias Paulin |
IJCAI | 4 |
| 2007 | High-Quality Adaptive Soft Shadow MappingabstractAbstract The recent soft shadow mapping technique [ GBP06 ] allows the rendering in real‐time of convincing soft shadows on complex and dynamic scenes using a single shadow map. While attractive, this method suffers from shadow overestimation and becomes both expensive and approximate when dealing with large penumbrae. This paper proposes new solutions removing these limitations and hence providing an efficient and practical technique for soft shadow generation. First, we propose a new visibility computation procedure based on the detection of occluder contours, that is more accurate and faster while reducing aliasing. Secondly, we present a shadow map multi‐resolution strategy keeping the computation complexity almost independent on the light size while maintaining high‐quality rendering. Finally, we propose a view‐dependent adaptive strategy, that automatically reduces the screen resolution in the region of large penumbrae, thus allowing us to keep very high frame rates in any situation. Gaël Guennebaud, Loïc Barthe, Mathias Paulin |
Comput. Graph. Forum | 3 |
| 2006 | Real-time Soft Shadow Mapping by Backprojection
Gaël Guennebaud, Loïc Barthe, Mathias Paulin |
Rendering Techniques | 3 |
| 2006 | A wavelet-based framework for acquired radiometric quantity representation and accurate physical rendering
Luc Claustres, Mathias Paulin, Yannick Boucher |
Vis. Comput. | 2 |
| 2005 | Interpolatory Refinement for Real-Time Processing of Point-Based Geometry
Gaël Guennebaud, Loïc Barthe, Mathias Paulin |
Comput. Graph. Forum | 3 |
| 2004 | Dynamic surfel set refinement for high-quality rendering
Gaël Guennebaud, Loïc Barthe, Mathias Paulin |
Comput. Graph. | 3 |
| 2004 | Deferred SplattingabstractAbstract In recent years it has been shown that, above a certain complexity, points become the most efficient rendering primitives. Although the programmability of the lastest graphics hardware allows efficient implementation of high quality surface splatting algorithms, their performance remains below those obtained with simpler point based rendering algorithms when they are used for scenes of high complexity. In this paper, our goal is to apply high quality point based rendering algorithms on complex scenes. For this purpose, we show how to take advantage of temporal coherency in a very accurate hardware accelerated point selection algorithm allowing the expensive computations to be peformed only on visible points. Our algorithm is based on a multi‐pass hardware accelerated EWA splatting. It is also suitable for any rendering application since no pre‐process is needed and no assumption is made on the data structure. In addition, we briefly discuss the association of our method with other existing culling techniques and optimization for particular applications. Categories and Subject Descriptors (according to ACM CCS): I.3.3 [Computer Graphics]: Viewing algorithms Gaël Guennebaud, Loïc Barthe, Mathias Paulin |
Comput. Graph. Forum | 3 |
| 2003 | BRDF Measurement Modelling using Wavelets for Efficient Path TracingabstractAbstract Physically based rendering needs numerical models from real measurements, or analytical models from material definitions, of the Bidirectional Reflectance Distribution Function (BRDF). However, measured BRDF data sets are too large and provide no functionalities to be practically used in Monte Carlo path tracing algorithms. In this paper, we present a wavelet‐based generic BRDF model suitable for both physical analysis and path tracing. The model is based on the separation of spectral and geometrical aspect of the BRDF and allows a compact and efficient representation of isotropic, anisotropic and/or spectral BRDFs. After a brief survey of BRDF and wavelet theory, we present our software architecture for generic wavelet transform and how to use it to model BRDFs. Then, modelling results are presented on real and virtual BRDF measurements. Finally, we show how to exploit the multiresolution property of the wavelet encoding to reduce the variance by importance sampling in a path tracing algorithm. ACM CSS: I.3.7 Computer Graphics—Three‐Dimensional Graphics and Realism Luc Claustres, Mathias Paulin, Yannick Boucher |
Comput. Graph. Forum | 2 |
| 1999 | Improving The Illumination Quality Of VRML 97 Walkthrough Via Intensive Texture Usage
Cyril Kardassevitch, Jean-Pierre Jessel, Mathias Paulin, René Caubet |
EGVE | 3 |
| 1998 | A Realistic Material Model for Reflectance SimulationabstractIn order to simulate the correct behavior of light incident on a material, we must first understand the different interactions not only between the light and the surface of the material but also between the light and the inner structure of the material itself. Physical measurement is a way to record a material's behavior, but is limited to pre-existing objects and measurement conditions. Therefore, we have developed a multiresolution material model, generically describing its inner structure thanks to a microelement distribution. Then we use this model in a virtual measurement bank in order to record its response to an incident luminous radiance. Once obtained, this directional reflectance is stored, compressed and used in a rendering model such as ray-tracing or radiosity. M. Robart, Mathias Paulin, René Caubet |
IV | 2 |
| 1998 | A hierarchical radiosity platform using efficient data structures and VRML 97
Cyril Kardassevitch, Mathias Paulin, Jean-Pierre Jessel, René Caubet |
Comput. Networks | 2 |
| 1994 | Adaptive Mesh Generation for Progressive Radiosity: A Ray-tracing Based AlgorithmabstractAbstract: The radiosity method is one of the most popular rendering algorithms. It allows to simulate interreflections of light accurately between surfaces as energy transfers are well designed. However, this algorithm and its derivatives need to break scenes into a relatively large number of small elements to approximate the illumination function. Even with a very large number of elements, not all the illumination effects can be simulated. In fact, there are always artefacts when modelling sharp shadows, besides shadows falling between mesh vertices can be missed entirely. To reduce the computational cost of such methods and to increase the accuracy of the radiosity solution, adaptive mesh generation is well suited. In this paper, we present a ray‐tracing based algorithm for adaptive mesh generation which resolves all the illumination problems without lengthening computation time too much. This method allows a small number of initial elements and increases element density in critical locations while solving the illumination problem. Mathias Paulin, Jean-Pierre Jessel |
Comput. Graph. Forum | 1 |