Eric Paquette

dblp:59/1779 · DBLP profile ↗
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36ranked-venue papers
5as first author
15since 2021 · last 2026
0000-0001-9236-647XORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 35 · 5 first-author · 15 since 2021Human-computer interaction and ubiquitous computing · 7 · 2 first-authorArtificial intelligence and machine learning · 2 · 2 since 2021Applied, interdisciplinary, general and emerging computing · 1
YearPublicationVenuePosition
2026 Adaptive multiresolution exemplar-based texture synthesis on animated fluids
abstract
We propose an approach to synthesize textures for the animated free surfaces of fluids. Because fluids deform and experience topological changes, it is challenging to maintain fidelity to a reference texture exemplar while avoiding visual artifacts such as distortion and discontinuities. We introduce an adaptive multiresolution synthesis approach that balances fidelity to the exemplar and consistency with the fluid motion. Given a 2D exemplar texture, an orientation field from the first frame, an animated velocity field, and polygonal meshes corresponding to the animated liquid, our approach advects the texture and the orientation field across frames, yielding a coherent sequence of textures conforming to the per-frame geometry. Our adaptiveness relies on local 2D and 3D distortion measures, which guide multiresolution decisions to resynthesize or preserve the advected content. We prevent popping artifacts by enforcing gradual changes in color over time. Our approach works well both on slow-moving liquids and on turbulent ones with splashes. In addition, we demonstrate good performance on a variety of stationary texture exemplars.
Julián E. Guzmán, David Mould, Eric Paquette
Comput. Graph.3
2026 SSILK: Self-Supervised Integration of Latent Kinematics for Joint-Driven Neural Garments
Maksym Perepichka, Arnaud Schoentgen, Eric Paquette, Tiberiu Popa
Comput. Graph. Forum3
2025 Parametric model fitting for textured and animatable 3D avatar from a single frontal image of a clothed human
abstract
In this paper, we tackle the challenge of three-dimensional estimation of expressive, animatable, and textured human avatars from a single frontal image. Leveraging a Skinned Multi-Person Linear (SMPL) parametric body model, we adjust the model parameters to faithfully reflect the shape and pose of the individual, relying on the mesh generated by a Pixel-aligned Implicit Function (PIFu) model. To robustly infer the SMPL parameters, we deploy a multi-step optimization process. Initially, we recover the position of 2D joints using an existing pose estimation tool. Subsequently, we utilize the 3D PIFu mesh together with the 2D pose to estimate the 3D position of joints. In the subsequent step, we adapt the body’s parametric model to the 3D joints through rigid alignment, optimizing for global translation and rotation. This step provides a robust initialization for further refinement of shape and pose parameters. The next step involves optimizing the pose and the first component of the SMPL shape parameters while imposing constraints to enhance model robustness. We then refine the SMPL model pose and shape parameters by adding two new registration loss terms to the optimization cost function: a point-to-surface distance and a Chamfer distance. Finally, we introduce a refinement process utilizing a deformation vector field applied to the SMPL mesh, enabling more faithful modeling of tight to loose clothing geometry. As most other works, we optimize based on images of people wearing shoes, resulting in artifacts in the toes region of SMPL. We thus introduce a new shoe-like mesh topology which greatly improves the quality of the reconstructed feet. A notable advantage of our approach is the ability to generate detailed avatars with fewer vertices compared to previous research, enhancing computational efficiency while maintaining high fidelity. We also demonstrate how to gain even more details, while maintaining the advantages of SMPL. To complete our model, we design a texture extraction and completion approach. Our entirely automated approach was evaluated against recognized benchmarks, X-Avatar and PeopleSnapshot, showcasing competitive performance against state-of-the-art methods. This approach contributes to advancing 3D modeling techniques, particularly in the realms of interactive applications, animation, and video games. We will make our code and our improved SMPL mesh topology available to the community: https://github.com/ETS-BodyModeling/ImplicitParametricAvatar .
Fares Mallek, Carlos Vázquez 0001, Eric Paquette
Comput. Graph.3
2024 Implicit and Parametric Avatar Pose and Shape Estimation From a Single Frontal Image of a Clothed Human
abstract
In this paper, we tackle the challenge of three-dimensional estimation of expressive, animatable, and textured human avatars from a single frontal image. Leveraging a Skinned Multi-Person Linear (SMPL) parametric body, we adjust the model parameters to faithfully reflect the shape and pose of the individual, relying on the mesh generated by a Pixel-aligned Implicit Function (PIFu) model. To robustly infer the SMPL parameters, we deploy a multi-step optimization process. Initially, we recover the position of 2D joints using an existing pose estimation tool. Subsequently, we utilize the 3D PIFu mesh together with the 2D pose to estimate the 3D position of joints. In the subsequent step, we adapt the body’s parametric model to the 3D joints through rigid alignment, optimizing for global translation and rotation. This step provides a robust initialization for further refinement of shape and pose parameters. The next step involves optimizing the pose and the first component of the SMPL shape parameters while imposing constraints to enhance model robustness. We then refine the SMPL model pose and shape parameters by adding two new registration loss terms to the optimization cost function: a point-to-surface distance and a Chamfer distance. Finally, we introduce a refinement process utilizing a deformation vector field applied to the SMPL mesh, enabling more faithful modeling of tight to loose clothing geometry. A notable advantage of our approach is the ability to generate detailed avatars with fewer vertices compared to previous research, enhancing computational efficiency while maintaining high fidelity. To complete our model, we design a texture extraction and completion approach. Our entirely automated approach was evaluated against recognized benchmarks, X-Avatar and PeopleSnapshot, showcasing competitive performance against state-of-the-art methods. This approach contributes to advancing 3D modeling techniques, particularly in the realms of interactive applications, animation, and video games. We will make the code accompanying our paper publicly available upon its acceptance.
Fares Mallek, Carlos Vázquez 0001, Eric Paquette
MIG3
2024 Texture-Driven Adaptive Mesh Refinement with Application to 3D Relief
Shengfa Wang, Eric Paquette
Comput. Aided Des.3
2023 Foreword to the special section on best papers of the Eurographics 2022 Education Papers Program
Eric Paquette, Jean-Jacques Bourdin
Comput. Graph.1
2023 Visual dubbing pipeline with localized lip-sync and two-pass identity transfer
Dhyey Patel, Houssem Zouaghi, Sudhir P. Mudur, Eric Paquette, Serge Laforest, Martin Rouillard, Tiberiu Popa
Comput. Graph.4
2023 Face Editing Using Part-Based Optimization of the Latent Space
abstract
Abstract We propose an approach for interactive 3D face editing based on deep generative models. Most of the current face modeling methods rely on linear methods and cannot express complex and non‐linear deformations. In contrast to 3D morphable face models based on Principal Component Analysis (PCA), we introduce a novel architecture based on variational autoencoders. Our architecture has multiple encoders (one for each part of the face, such as the nose and mouth) which feed a single decoder. As a result, each sub‐vector of the latent vector represents one part. We train our model with a novel loss function that further disentangles the space based on different parts of the face. The output of the network is a whole 3D face. Hence, unlike part‐based PCA methods, our model learns to merge the parts intrinsically and does not require an additional merging process. To achieve interactive face modeling, we optimize for the latent variables given vertex positional constraints provided by a user. To avoid unwanted global changes elsewhere on the face, we only optimize the subset of the latent vector that corresponds to the part of the face being modified. Our editing optimization converges in less than a second. Our results show that the proposed approach supports a broader range of editing constraints and generates more realistic 3D faces.
Mohammad Amin Aliari, Andre Beauchamp, Tiberiu Popa, Eric Paquette
Comput. Graph. Forum4
2022 Time Reversal and Simulation Merging for Target-Driven Fluid Animation
abstract
We present an approach to control the animation of liquids. The user influences the simulation by providing a target surface which will be matched by a portion of the liquid at a specific frame of the animation; our approach is also effective for multiple target surfaces forming an animated sequence. A source simulation provides the context liquid animation with which we integrate the controlled target elements. From each target frame, we compute a target simulation in two parts, one forward and one backward, which are then joined together. The particles for the two simulations are initially placed on the target shape, with velocities sampled from the source simulation. The backward particles use velocities in the opposite direction as the forward simulation, so that the two halves join seamlessly. When there are multiple target frames, each target frame simulation is computed independently, and the particles from these multiple target simulations are later combined. In turn, the target simulation is joined to the source simulation. Appropriate steps are taken to select which particles to keep when joining the forward, backward, and source simulations. This results in an approach where only a small fraction of the computation time is devoted to the target simulation, allowing faster computation times as well as good turnaround times when designing the full animation. Source and target simulations are computed using an off-the-shelf Lagrangian simulator, making it easy to integrate our approach with many existing animation pipelines. We present test scenarios demonstrating the effectiveness of the approach in achieving a well-formed target shape, while still depicting a convincing liquid look and feel.
Sivakumaran Gowthaman, Eric Paquette, David Mould
MIG2
2021 Curvature Analysis of Sculpted Hair Meshes for Hair Guides Generation
Florian Pellegrin, Andre Beauchamp, Eric Paquette
CGI3
2021 Multi-View Human Model Fitting Using Bone Orientation Constraint and Joints Triangulation
abstract
We address 3D human pose and shape estimations from multi-view images. We use the SMPL body model, and regress the model parameters that best fit the shape and pose. To solve for the parameters, we first compute 3Djoint positions from 2D joint estimations on images by using a linear algebraic triangulation. Then, we fit the 3D parametric body model to the 3Djoints while imposing a bone orientation constraint between the 3D model and the corresponding body parts detected in the images. We do so by minimizing a new set of objective functions through a two-step optimization process that provides a good initialization for the refinement of the shape and pose parameters. Our approach is evaluated on the Human3.6M and HumanEva benchmarks, showing superior results with respect to state-of-the-art methods.
Jordy Ajanohoun, Eric Paquette, Carlos Vázquez 0001
ICIP2
2021 Patch Erosion for Deformable Lapped Textures on 3D Fluids
abstract
Abstract We propose an approach to synthesise a texture on an animated fluid free surface using a distortion metric combined with a feature map. Our approach is applied as a post‐process to a fluid simulation. We advect deformable patches to move the texture along the fluid flow. The patches are covering the whole surface every frame of the animation in an overlapping fashion. Using lapped textures combined with deformable patches, we successfully remove blending artifact and rigid artifact seen in previous methods. We remain faithful to the texture exemplar by removing distorted patch texels using a patch erosion process. The patch erosion is based on a feature map provided together with the exemplar as inputs to our approach. The erosion favors removing texels toward the boundary of the patch as well as texels corresponding to more distorted regions of the patch. Where texels are removed leaving a gap on the surface, we add new patches below existing ones. The result is an animated texture following the velocity field of the fluid. We compared our results with recent work and our results show that our approach removes ghosting and temporal fading artifacts.
Jonathan Gagnon, Julián E. Guzmán, David Mould, Eric Paquette
Comput. Graph. Forum4
2021 Local control editing paradigms for part-based 3D face morphable models
abstract
Abstract We propose an approach to construct realistic 3D facial morphable models (3DMM) that allows an intuitive facial attribute editing workflow. Current face modeling methods using 3DMM suffer from a lack of local control. We thus create a 3DMM by combining local part‐based 3DMM for the eyes, nose, mouth, ears, and facial mask regions. Our local principal component analysis (PCA)‐based approach uses a novel method to select the best eigenvectors from the local 3DMM to ensure that the combined 3DMM is expressive, while allowing accurate reconstruction. We provide different editing paradigms, all designed from the analysis of the data set. Some use anthropometric measurements from the literature and others allow the user to control the dominant modes of variation extracted from the data set. Our part‐based 3DMM is compact, yet accurate, and compared to other 3DMM methods, it provides a new trade‐off between local and global control. We tested our approach on a data set of 135 scans used to derive the 3DMM, plus 19 scans that served for validation. The results show that our part‐based 3DMM approach has excellent generative properties and allows the user intuitive local control.
Donya Ghafourzadeh, Sahel Fallahdoust, Cyrus Rahgoshay, Andre Beauchamp, Adeline Aubame, Tiberiu Popa, Eric Paquette
Comput. Animat. Virtual Worlds7
2021 Editorial issue 32.3
abstract
This special issue contains 24 full papers selected from the Computer Animation and Social Agents 2021 Conference (CASA2021). This conference was founded by the Computer Graphics Society (CGS) in 1988 in Geneva and is the oldest conference on Computer Animation in the world. It has been held in many countries around the world and in recent years in Beijing, China (2018), Paris, France (2019), Bournemouth, UK (2020), and this year in Ottawa, Canada. The two last conferences have been organized virtually due to the Covid-19 pandemy.
Chris Joslin, Daniel Thalmann, Eric Paquette, Sung-Hee Lee
Comput. Animat. Virtual Worlds4
2021 Single-view procedural braided hair modeling through braid unit identification
abstract
Abstract We propose the first approach that can generate procedural three‐dimensional (3D) hair involving braids modeled from a single‐view photograph. Existing single‐view image‐based hair modeling methods fail to handle braided hairstyles. Our approach combines image processing, deep neural networks, as well as two‐dimensional (2D) and 3D geometric algorithms. In order to train our neural network, we create a braid unit data set. Our recognition and segmentation system can successfully segment hair regions, braid and non‐braid regions, using convolutional neural networks. We further process the images to obtain the locations, sizes, and orientations of the braid units. Given these braid units, we perform braid structure analysis to obtain the braid strand curves. The procedural modeling of the 3D braids is represented using 3D helical curves where the parameters are extracted from the 2D image analysis. Furthermore, we extract 2D hair strands from the non‐braid region using the Gabor filter and orientation maps. Then, a 3D hair volume is generated with the hair region silhouette information. We project the 2D hair strands and braids on the 3D hair volume to obtain the 3D hair strands and 3D braids. The strands for the braid and non‐braid regions are used as guides to generate dense hair strands. Dense strands are emitted from the hair root triangle mesh and follow the guide strands. With a sparse set of landmarks, the hair region of the photograph is texture mapped to the 3D hair root mesh and used to color the strands. We successfully tested our approach on photographs showing variations of braid styles and hair color.
Srinivasan Ramachandran, Eric Paquette
Comput. Animat. Virtual Worlds3
2020 Part-Based 3D Face Morphable Model with Anthropometric Local Control
abstract
We propose an approach to construct realistic 3D facial morphable models (3DMM) that allows an intuitive facial attribute editing workflow. Current face modeling methods using 3DMM suffer from a lack of local control. We thus create a 3DMM by combining local part-based 3DMM for the eyes, nose, mouth, ears, and facial mask regions. Our local PCA-based approach uses a novel method to select the best eigenvectors from the local 3DMM to ensure that the combined 3DMM is expressive, while allowing accurate reconstruction. The editing controls we provide to the user are intuitive as they are extracted from anthropometric measurements found in the literature. Out of a large set of possible anthropometric measurements, we filter those that have meaningful generative power given the face data set. We bind the measurements to the part-based 3DMM through mapping matrices derived from our data set of facial scans. Our part-based 3DMM is compact, yet accurate, and compared to other 3DMM methods, it provides a new trade-off between local and global control. We tested our approach on a data set of 135 scans used to derive the 3DMM, plus 19 scans that served for validation. The results show that our part-based 3DMM approach has excellent generative properties and allows the user intuitive local control.
Donya Ghafourzadeh, Cyrus Rahgoshay, Sahel Fallahdoust, Andre Beauchamp, Adeline Aubame, Tiberiu Popa, Eric Paquette
Graphics Interface7
2020 Local Editing of Cross-Surface Mappings with Iterative Least Squares Conformal Maps
abstract
In this paper, we propose a novel approach to improve a given surface mapping through local refinement. The approach receives an established mapping between two surfaces and follows four phases: (i) inspection of the mapping and creation of a sparse set of landmarks in mismatching regions; (ii) segmentation with a low-distortion region-growing process based on flattening the segmented parts; (iii) optimization of the deformation of segmented parts to align the landmarks in the planar parameterization domain; and (iv) aggregation of the mappings from segments to update the surface mapping. In addition, we propose a new approach to deform the mesh in order to meet constraints (in our case, the landmark alignment of phase (iii)). We incrementally adjust the cotangent weights for the constraints and apply the deformation in a fashion that guarantees that the deformed mesh will be free of flipped faces and will have low conformal distortion. Our new deformation approach, Iterative Least Squares Conformal Mapping (ILSCM), outperforms other low-distortion deformation methods. The approach is general, and we tested it by improving the mappings from different existing surface mapping methods. We also tested its effectiveness by editing the mappings for a variety of 3D objects.
Donya Ghafourzadeh, Srinivasan Ramachandran, Martin de Lasa, Tiberiu Popa, Eric Paquette
Graphics Interface5
2020 Constraint-Based Spectral Space Template Deformation for Ear Scans
abstract
Ears are complicated shapes and contain a lot of folds. It is difficult to correctly deform an ear template to achieve the same shape as a scan, while avoiding the reconstruction of noise from the scan and being robust to bad geometry found in the scan. We leverage the smoothness of the spectral space to help in the alignment of the semantic features of the ears. Edges detected in image space are used to identify relevant features from the ear that we align in the spectral representation by iteratively deforming the template ear. We then apply a novel reconstruction that preserves the deformation from the spectral space while reintroducing the original details. A final deformation based on constraints considering surface position and orientation deforms the template ear to match the shape of the scan. We tested our approach on many ear scans and observed that the resulting template shape provides a good compromise between complying with the shape of the scan and avoiding the reconstruction of the noise found in the scan. Furthermore, our approach was robust enough to scan meshes exhibiting typical bad geometry such as cracks and handles.
Srinivasan Ramachandran, Tiberiu Popa, Eric Paquette
Graphics Interface3
2020 Particle upsampling as a flexible post-processing approach to increase details in animations of splashing liquids
Bruno Roy, Eric Paquette, Pierre Poulin
Comput. Graph.2
2019 Distribution Update of Deformable Patches for Texture Synthesis on the Free Surface of Fluids
abstract
Abstract We propose an approach for temporally coherent patch‐based texture synthesis on the free surface of fluids. Our approach is applied as a post‐process, using the surface and velocity field from any fluid simulator. We apply the texture from the exemplar through multiple local mesh patches fitted to the surface and mapped to the exemplar. Our patches are constructed from the fluid free surface by taking a subsection of the free surface mesh. As such, they are initially very well adapted to the fluid's surface, and can later deform according to the free surface velocity field, allowing a greater ability to represent surface motion than rigid or 2D grid‐based patches. From one frame to the next, the patch centers and surrounding patch vertices are advected according to the velocity field. We seek to maintain a Poisson disk distribution of patches, and following advection, the Poisson disk criterion determines where to add new patches and which patches should e flagged for removal. The removal considers the local number of patches: in regions containing too many patches, we accelerate the temporal removal. This reduces the number of patches while still meeting the Poisson disk criterion. Reducing areas with too many patches speeds up the computation and avoids patch‐blending artifacts. The final step of our approach creates the overall texture in an atlas where each texel is computed from the patches using a contrast‐preserving blending function. Our tests show that the approach works well on free surfaces undergoing significant deformation and topological changes. Furthermore, we show that our approach provides good results for many fluid simulation scenarios, and with many texture exemplars. We also confirm that the optical flow from the resulting texture matches the fluid velocity field. Overall, our approach compares favorably against recent work in this area.
Jonathan Gagnon, Julián E. Guzmán, Valentin Vervondel, François Dagenais, David Mould, Eric Paquette
Comput. Graph. Forum6
2018 Extended virtual pipes for the stable and real-time simulation of small-scale shallow water
François Dagenais, Valentin Vervondel, Julián E. Guzmán, Alexander Hay, Sébastien Delorme, David Mould, Eric Paquette
Comput. Graph.7
2018 Joint planar parameterization of segmented parts and cage deformation for dense correspondence
Srinivasan Ramachandran, Donya Ghafourzadeh, Martin de Lasa, Tiberiu Popa, Eric Paquette
Comput. Graph.5
2017 Adjusting stereoscopic parameters by evaluating the point of regard in a virtual environment
Jessica Conti, Benoît Ozell, Eric Paquette, Patrice Renaud
Comput. Graph.3
2017 Detail-Preserving Explicit Mesh Projection and Topology Matching for Particle-Based Fluids
abstract
Abstract We propose a new explicit surface tracking approach for particle‐based fluid simulations. Our goal is to advect and update a highly detailed surface, while only computing a coarse simulation. Current explicit surface methods lose surface details when projecting on the isosurface of an implicit function built from particles. Our approach uses a detail‐preserving projection, based on a signed distance field, to prevent the divergence of the explicit surface without losing its initial details. Furthermore, we introduce a novel topology matching stage that corrects the topology of the explicit surface based on the topology of an implicit function. To that end, we introduce an optimization approach to update our explicit mesh signed distance field before remeshing. Our approach is successfully used to preserve the surface details of melting and highly viscous objects, and shown to be stable by handling complex cases involving multiple topological changes. Compared to the computation of a high‐resolution simulation, using our approach with a coarse fluid simulation significantly reduces the computation time and improves the quality of the resulting surface.
François Dagenais, Jonathan Gagnon, Eric Paquette
Comput. Graph. Forum3
2016 Animation Setup Transfer for 3D Characters
abstract
Abstract We present a general method for transferring skeletons and skinning weights between characters with distinct mesh topologies. Our pipeline takes as inputs a source character rig (consisting of a mesh, a transformation hierarchy of joints, and skinning weights) and a target character mesh. From these inputs, we compute joint locations and orientations that embed the source skeleton in the target mesh, as well as skinning weights to bind the target geometry to the new skeleton. Our method consists of two key steps. We first compute the geometric correspondence between source and target meshes using a semi‐automatic method relying on a set of markers. The resulting geometric correspondence is then used to formulate attribute transfer as an energy minimization and filtering problem. We demonstrate our approach on a variety of source and target bipedal characters, varying in mesh topology and morphology. Several examples demonstrate that the target characters behave well when animated with either forward or inverse kinematics. Via these examples, we show that our method preserves subtle artistic variations; spatial relationships between geometry and joints, as well as skinning weight details, are accurately maintained. Our proposed pipeline opens up many exciting possibilities to quickly animate novel characters by reusing existing production assets.
Quentin Avril, Sarah Ribet, Donya Ghafourzadeh, Olivier Dionne, Srinivasan Ramachandran, Martin de Lasa, Sahel Fallahdoust, Eric Paquette
Comput. Graph. Forum8
2016 An efficient layered simulation workflow for snow imprints
François Dagenais, Jonathan Gagnon, Eric Paquette
Vis. Comput.3
2016 Dynamic lapped texture for fluid simulations
Jonathan Gagnon, François Dagenais, Eric Paquette
Vis. Comput.3
2011 Procedural and interactive icicle modeling
Jonathan Gagnon, Eric Paquette
Vis. Comput.2
2010 Adaptable aging factory for multiple objects and colorations
Olivier Clément, Eric Paquette
Comput. Graph.2
2009 Rig retargeting for 3D animation
Martin Poirier, Eric Paquette
Graphics Interface2
2008 Region of Interest and Multiresolution for Volume Rendering
abstract
Medical image interpretation is facing an important challenge resulting from the continuously increasing amount of imaging data. Innovations in medical image visualization are necessary to assist the radiologist in interacting and navigating effectively large multidimensional imaging sets. We propose a novel wavelet splatting approach for multiresolution 3-D visualization. Our method renders the context with a low resolution at first, and then subsequently, refines it progressively to attain full resolution, while ensuring that a specific region of interest is rendered at full resolution at all times. It is based on the splatting approach for its computational efficiency and uses the localization property of the wavelet transform to simultaneously render a full-resolution region of interest with a coarser context. Lighting calculations are used in the preprocessing stage to enhance the quality of the visualization. A special data structure that is based on a zero-tree model is used to manipulate the region of interest more easily. The speed-up achieved reaches a factor of 30 compared to the time needed to display the full-resolution data. By achieving effective 3-D rendering, we bring an element of solution to the problem of the image overload.
Sébastien Piccand, Rita Noumeir, Eric Paquette
IEEE Trans. Inf. Technol. Biomed.3
2005 Soft shadows from extended light sources with penumbra deep shadow maps
Jean-François St-Amour, Eric Paquette, Pierre Poulin
Graphics Interface2
2005 Computer Graphics education in different curricula: analysis and proposal for courses
Eric Paquette
Comput. Graph.1
2002 The Simulation of Paint Cracking and Peeling
Eric Paquette, Pierre Poulin, George Drettakis
Graphics Interface1
2001 Surface Aging by Impacts
Eric Paquette, Pierre Poulin, George Drettakis
Graphics Interface1
1998 A Light Hierarchy for Fast Rendering of Scenes with Many Lights
abstract
We introduce a new data structure in the form of a light hierarchy for efficiently ray‐tracing scenes with many light sources. An octree is constructed with the point light sources in a scene. Each node represents all the light sources it contains by means of a virtual light source. We determine bounds on the error committed with this approximation to shade a point, both for the cases of diffuse and specular reflections. These bounds are then used to guide a hierarchical shading algorithm. If the current level of the light hierarchy provides shading of sufficient quality, the approximation is used, thus avoiding the cost of shading for all the light sources contained below this level. Otherwise the descent into the light hierarchy continues. Our approach has been implemented for scenes without occlusion. The results show important acceleration compared to standard ray‐tracing (up to 90 times faster) and an important improvement compared to Ward’s adaptive shadow testing.
Eric Paquette, Pierre Poulin, George Drettakis
Comput. Graph. Forum1