EDBT 2026 Demo / reviewers in the wild / expert
George Drettakis
dblp:59/2449
· DBLP profile ↗
113ranked-venue papers
8as first author
22since 2021 · last 2026
0000-0002-9254-4819ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 108 · 7 first-author · 22 since 2021Human-computer interaction and ubiquitous computing · 24 · 4 first-author · 1 since 2021Artificial intelligence and machine learning · 2Theory of computation · 1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Frequency-Aware Spatial-Angular Gaussians for Efficient Global Illumination Precomputation and Real-Time RenderingabstractAbstract Precomputation and efficient approximate material models are well‐known approaches for achieving real‐time rendering with global illumination. Recent research in radiance fields and in particular 3D Gaussian Splatting has demonstrated the power of Gaussian primitives both to represent radiance and for fast optimization. Inspired by these advances, we propose a new representation to precompute global illumination, by using 3D Gaussians for the spatial and spherical Gaussians for the directional component of lighting. Critically, we precompute and store incoming radiance, thus requiring the optimization of a spatially smooth function, and we exploit the properties of anisotropic spherical Gaussians for very fast evaluation during rendering. We introduce a frequency‐aware sampling method, that guides both the placement of precomputed ground truth illumination samples and the placement of the Gaussians, both spatial and angular. Our approach provides very fast optimization, for a total precomputation time of less than 6 minutes for our test scenes, and better quality rendering than competing approaches at the same frame rates. Ishaan Shah, Simon Lucas 0002, George Drettakis |
Comput. Graph. Forum | 3 |
| 2026 | Adaptive Spatio-Temporal 3D Gaussian Splatting for Scenes with Oscillatory MotionabstractAbstract Our goal is to reconstruct scenes with stochastic, incoherent motion such as leaves moving in the wind, that can be particularly challenging because of small objects with similar appearance that move independently. Previous dynamic 3D Gaussian Splatting solutions either represent motion implicitly with neural networks achieving good quality but lower framerate, or explicitly with a function, often with higher training times and lower quality. To overcome these limitations, we propose an explicit method that introduces adaptive space‐time densification and smoother optimization. We introduce a new densification approach based on error moments that are used to guide primitive splitting, and we adaptively refine the number of keyframes used based on the variance of error. We observe that dynamic reconstruction from monocular video is hard for standard optimization pipelines. To counter this, we introduce a weighted Adam approach that improves results based on primitive visibility. Finally, to handle the hard case of independent motion of similar‐looking objects, we introduce an image‐driven as‐rigid‐as‐possible regularization. Our method has higher quality than previous explicit solutions, and has significantly higher framerate for rendering. Petros Tzathas, Yu (Jeffrey) Hu, Andreas Meuleman, Guillaume Cordonnier, George Drettakis |
Comput. Graph. Forum | 5 |
| 2026 | Lighting-Consistent Object Transfer Across Radiance Fields
Nicolás Violante, Georgios Kopanas, Linus Franke, Julien Philip, George Drettakis |
Comput. Graph. Forum | 5 |
| 2025 | Editable Physically-based Reflections in Raytraced Gaussian Radiance FieldsabstractRadiance fields such as 3D Gaussian Splatting allow real-time rendering of scenes captured from photos. They also reconstruct most specular reflections with high visual quality, but typically model them with “fake” reflected geometry, using primitives behind the reflector. Our goal is to correctly reconstruct the reflector and the reflected objects such as to make specular reflections editable; we present a proof of concept which exploits promising learning-based methods to extract diffuse and specular buffers from photos, as well as geometry and BRDF buffers. Our method builds on three key components. First, by using diffuse/specular buffers of input training views, we optimize a diffuse version of the scene and use path tracing to efficiently generate physically-based specular reflections. Second, we present a specialized training method that allows this process to converge. Finally, we present a fast ray tracing algorithm for 3D Gaussian primitives that enables efficient multi-bounce reflections. Our method reconstructs reflectors and reflected objects—including those not seen in the input images—in a unique scene representation. Our solution allows real-time, consistent editing of captured scenes with specular reflections, including multi-bounce effects, changing roughness etc. We mainly show results using ground truth buffers from synthetic scenes, and also preliminary results in real scenes with currently imperfect learning-based buffers. Code and data are available at: https://repo-sam.inria.fr/nerphys/editable-gaussian-reflections/. Yohan Poirier-Ginter, Yu (Jeffrey) Hu, Jean-François Lalonde, George Drettakis |
SIGGRAPH Asia | 4 |
| 2025 | Does 3D Gaussian Splatting Need Accurate Volumetric Rendering?abstractAbstract Since its introduction, 3D Gaussian Splatting (3DGS) has become an important reference method for learning 3D representations of a captured scene, allowing real‐time novel‐view synthesis with high visual quality and fast training times. Neural Radiance Fields (NeRFs), which preceded 3DGS, are based on a principled ray‐marching approach for volumetric rendering. In contrast, while sharing a similar image formation model with NeRF, 3DGS uses a hybrid rendering solution that builds on the strengths of volume rendering and primitive rasterization. A crucial benefit of 3DGS is its performance, achieved through a set of approximations, in many cases with respect to volumetric rendering theory. A naturally arising question is whether replacing these approximations with more principled volumetric rendering solutions can improve the quality of 3DGS. In this paper, we present an in‐depth analysis of the various approximations and assumptions used by the original 3DGS solution. We demonstrate that, while more accurate volumetric rendering can help for low numbers of primitives, the power of efficient optimization and the large number of Gaussians allows 3DGS to outperform volumetric rendering despite its approximations. Adam Celarek, Georgios Kopanas, George Drettakis, Michael Wimmer 0001, Bernhard Kerbl |
Comput. Graph. Forum | 3 |
| 2025 | MILo: Mesh-In-the-Loop Gaussian Splatting for Detailed and Efficient Surface ReconstructionabstractWhile recent advances in Gaussian Splatting have enabled fast reconstruction of high-quality 3D scenes from images, extracting accurate surface meshes remains a challenge. Current approaches extract the surface through costly post-processing steps, resulting in the loss of fine geometric details or requiring significant time and leading to very dense meshes with millions of vertices. More fundamentally, the a posteriori conversion from a volumetric to a surface representation limits the ability of the final mesh to preserve all geometric structures captured during training. We present MILo, a novel Gaussian Splatting framework that bridges the gap between volumetric and surface representations by differentiably extracting a mesh from the 3D Gaussians. We design a fully differentiable procedure that constructs the mesh—including both vertex locations and connectivity—at every iteration directly from the parameters of the Gaussians, which are the only quantities optimized during training. Our method introduces three key technical contributions: (1) a bidirectional consistency framework ensuring both representations—Gaussians and the extracted mesh—capture the same underlying geometry during training; (2) an adaptive mesh extraction process performed at each training iteration, which uses Gaussians as differentiable pivots for Delaunay triangulation; (3) a novel method for computing signed distance values from the 3D Gaussians that enables precise surface extraction while avoiding geometric erosion. Our approach can reconstruct complete scenes, including backgrounds, with state-of-the-art quality while requiring an order of magnitude fewer mesh vertices than previous methods. Due to their light weight and empty interior, our meshes are well suited for downstream applications such as physics simulations and animation. The code for our approach and an online gallery are available at https://anttwo.github.io/milo/. Antoine Guédon, Diego Gomez 0003, Nissim Maruani, Bingchen Gong, George Drettakis, Maks Ovsjanikov |
ACM Trans. Graph. | 5 |
| 2025 | On-the-fly Reconstruction for Large-Scale Novel View Synthesis from Unposed ImagesabstractRadiance field methods such as 3D Gaussian Splatting (3DGS) allow easy reconstruction from photos, enabling free-viewpoint navigation. Nonetheless, pose estimation using Structure from Motion and 3DGS optimization can still each take between minutes and hours of computation after capture is complete. SLAM methods combined with 3DGS are fast but struggle with wide camera baselines and large scenes. We present an on-the-fly method to produce camera poses and a trained 3DGS immediately after capture. Our method can handle dense and wide-baseline captures of ordered photo sequences and large-scale scenes. To do this, we first introduce fast initial pose estimation, exploiting learned features and a GPU-friendly mini bundle adjustment. We then introduce direct sampling of Gaussian primitive positions and shapes, incrementally spawning primitives where required, significantly accelerating training. These two efficient steps allow fast and robust joint optimization of poses and Gaussian primitives. Our incremental approach handles large-scale scenes by introducing scalable radiance field construction, progressively clustering 3DGS primitives, storing them in anchors, and offloading them from the GPU. Clustered primitives are progressively merged, keeping the required scale of 3DGS at any viewpoint. We evaluate our solution on a variety of datasets and show that it can provide on-the-fly processing of all the capture scenarios and scene sizes we target. At the same time our method remains competitive - in speed, image quality, or both - with other methods that only handle specific capture styles or scene sizes. Andreas Meuleman, Ishaan Nikhil Shah, Alexandre Lanvin, Bernhard Kerbl, George Drettakis |
ACM Trans. Graph. | 5 |
| 2024 | A Diffusion Approach to Radiance Field Relighting using Multi-Illumination SynthesisabstractAbstract Relighting radiance fields is severely underconstrained for multi‐view data, which is most often captured under a single illumination condition; It is especially hard for full scenes containing multiple objects. We introduce a method to create relightable radiance fields using such single‐illumination data by exploiting priors extracted from 2D image diffusion models. We first fine‐tune a 2D diffusion model on a multi‐illumination dataset conditioned by light direction, allowing us to augment a single‐illumination capture into a realistic – but possibly inconsistent – multi‐illumination dataset from directly defined light directions. We use this augmented data to create a relightable radiance field represented by 3D Gaussian splats. To allow direct control of light direction for low‐frequency lighting, we represent appearance with a multi‐layer perceptron parameterized on light direction. To enforce multi‐view consistency and overcome inaccuracies we optimize a per‐image auxiliary feature vector. We show results on synthetic and real multi‐view data under single illumination, demonstrating that our method successfully exploits 2D diffusion model priors to allow realistic 3D relighting for complete scenes. Yohan Poirier-Ginter, Alban Gauthier, Julien Philip, Jean-François Lalonde, George Drettakis |
Comput. Graph. Forum | 5 |
| 2024 | Physically-Based Lighting for 3D Generative Models of CarsabstractAbstract Recent work has demonstrated that Generative Adversarial Networks (GANs) can be trained to generate 3D content from 2D image collections, by synthesizing features for neural radiance field rendering. However, most such solutions generate radiance, with lighting entangled with materials. This results in unrealistic appearance, since lighting cannot be changed and view‐dependent effects such as reflections do not move correctly with the viewpoint. In addition, many methods have difficulty for full, 360° rotations, since they are often designed for mainly front‐facing scenes such as faces. We introduce a new 3D GAN framework that addresses these shortcomings, allowing multi‐view coherent 360° viewing and at the same time relighting for objects with shiny reflections, which we exemplify using a car dataset. The success of our solution stems from three main contributions. First, we estimate initial camera poses for a dataset of car images, and then learn to refine the distribution of camera parameters while training the GAN. Second, we propose an efficient Image‐Based Lighting model, that we use in a 3D GAN to generate disentangled reflectance, as opposed to the radiance synthesized in most previous work. The material is used for physically‐based rendering with a dataset of environment maps. Third, we improve the 3D GAN architecture compared to previous work and design a careful training strategy that allows effective disentanglement. Our model is the first that generate a variety of 3D cars that are multi‐view consistent and that can be relit interactively with any environment map. Nicolás Violante, Alban Gauthier, Stavros Diolatzis, Thomas Leimkühler, George Drettakis |
Comput. Graph. Forum | 5 |
| 2024 | A Hierarchical 3D Gaussian Representation for Real-Time Rendering of Very Large DatasetsabstractNovel view synthesis has seen major advances in recent years, with 3D Gaussian splatting offering an excellent level of visual quality, fast training and real-time rendering. However, the resources needed for training and rendering inevitably limit the size of the captured scenes that can be represented with good visual quality. We introduce a hierarchy of 3D Gaussians that preserves visual quality for very large scenes, while offering an efficient Level-of-Detail (LOD) solution for efficient rendering of distant content with effective level selection and smooth transitions between levels. We introduce a divide-and-conquer approach that allows us to train very large scenes in independent chunks. We consolidate the chunks into a hierarchy that can be optimized to further improve visual quality of Gaussians merged into intermediate nodes. Very large captures typically have sparse coverage of the scene, presenting many challenges to the original 3D Gaussian splatting training method; we adapt and regularize training to account for these issues. We present a complete solution, that enables real-time rendering of very large scenes and can adapt to available resources thanks to our LOD method. We show results for captured scenes with up to tens of thousands of images with a simple and affordable rig, covering trajectories of up to several kilometers and lasting up to one hour. Bernhard Kerbl, Andreas Meuleman, Georgios Kopanas, Michael Wimmer 0001, Alexandre Lanvin, George Drettakis |
ACM Trans. Graph. | 6 |
| 2024 | Learning Images Across Scales Using Adversarial TrainingabstractThe real world exhibits rich structure and detail across many scales of observation. It is difficult, however, to capture and represent a broad spectrum of scales using ordinary images. We devise a novel paradigm for learning a representation that captures an orders-of-magnitude variety of scales from an unstructured collection of ordinary images. We treat this collection as a distribution of scale-space slices to be learned using adversarial training, and additionally enforce coherency across slices. Our approach relies on a multiscale generator with carefully injected procedural frequency content, which allows to interactively explore the emerging continuous scale space. Training across vastly different scales poses challenges regarding stability, which we tackle using a supervision scheme that involves careful sampling of scales. We show that our generator can be used as a multiscale generative model, and for reconstructions of scale spaces from unstructured patches. Significantly outperforming the state of the art, we demonstrate zoom-in factors of up to 256x at high quality and scale consistency. Krzysztof Wolski, Adarsh Djeacoumar, Alireza Javanmardi, Hans-Peter Seidel, Christian Theobalt, Guillaume Cordonnier, Karol Myszkowski, George Drettakis, Xingang Pan, Thomas Leimkühler |
ACM Trans. Graph. | 8 |
| 2023 | MesoGAN: Generative Neural Reflectance ShellsabstractAbstract We introduce MesoGAN, a model for generative 3D neural textures. This new graphics primitive represents mesoscale appearance by combining the strengths of generative adversarial networks (StyleGAN) and volumetric neural field rendering. The primitive can be applied to surfaces as a neural reflectance shell; a thin volumetric layer above the surface with appearance parameters defined by a neural network. To construct the neural shell, we first generate a 2D feature texture using StyleGAN with carefully randomized Fourier features to support arbitrarily sized textures without repeating artefacts. We augment the 2D feature texture with a learned height feature, which aids the neural field renderer in producing volumetric parameters from the 2D texture. To facilitate filtering, and to enable end‐to‐end training within memory constraints of current hardware, we utilize a hierarchical texturing approach and train our model on multi‐scale synthetic datasets of 3D mesoscale structures. We propose one possible approach for conditioning MesoGAN on artistic parameters (e.g. fibre length, density of strands, lighting direction) and demonstrate and discuss integration into physically based renderers. Stavros Diolatzis, Jan Novák, Fabrice Rousselle, Jonathan Granskog, Miika Aittala, Ravi Ramamoorthi, George Drettakis |
Comput. Graph. Forum | 7 |
| 2023 | ModalNeRF: Neural Modal Analysis and Synthesis for Free-Viewpoint Navigation in Dynamically Vibrating ScenesabstractAbstract Recent advances in Neural Radiance Fields enable the capture of scenes with motion. However, editing the motion is hard; no existing method allows editing beyond the space of motion existing in the original video, nor editing based on physics. We present the first approach that allows physically‐based editing of motion in a scene captured with a single hand‐held video camera, containing vibrating or periodic motion. We first introduce a Lagrangian representation, representing motion as the displacement of particles, which is learned while training a radiance field. We use these particles to create a continuous representation of motion over the sequence, which is then used to perform a modal analysis of the motion thanks to a Fourier transform on the particle displacement over time. The resulting extracted modes allow motion synthesis, and easy editing of the motion, while inheriting the ability for free‐viewpoint synthesis in the captured 3D scene from the radiance field. We demonstrate our new method on synthetic and real captured scenes. Automne Petitjean, Yohan Poirier-Ginter, Ayush Tewari, Guillaume Cordonnier, George Drettakis |
Comput. Graph. Forum | 5 |
| 2023 | 3D Gaussian Splatting for Real-Time Radiance Field RenderingabstractRadiance Field methods have recently revolutionized novel-view synthesis of scenes captured with multiple photos or videos. However, achieving high visual quality still requires neural networks that are costly to train and render, while recent faster methods inevitably trade off speed for quality. For unbounded and complete scenes (rather than isolated objects) and 1080p resolution rendering, no current method can achieve real-time display rates. We introduce three key elements that allow us to achieve state-of-the-art visual quality while maintaining competitive training times and importantly allow high-quality real-time (≥ 30 fps) novel-view synthesis at 1080p resolution. First, starting from sparse points produced during camera calibration, we represent the scene with 3D Gaussians that preserve desirable properties of continuous volumetric radiance fields for scene optimization while avoiding unnecessary computation in empty space; Second, we perform interleaved optimization/density control of the 3D Gaussians, notably optimizing anisotropic covariance to achieve an accurate representation of the scene; Third, we develop a fast visibility-aware rendering algorithm that supports anisotropic splatting and both accelerates training and allows realtime rendering. We demonstrate state-of-the-art visual quality and real-time rendering on several established datasets. Bernhard Kerbl, Georgios Kopanas, Thomas Leimkühler, George Drettakis |
ACM Trans. Graph. | 4 |
| 2022 | Deep scene-scale material estimation from multi-view indoor captures
Siddhant Prakash, Gilles Rainer, Adrien Bousseau, George Drettakis |
Comput. Graph. | 4 |
| 2022 | Neural Precomputed Radiance TransferabstractAbstract Recent advances in neural rendering indicate immense promise for architectures that learn light transport, allowing efficient rendering of global illumination effects once such methods are trained. The training phase of these methods can be seen as a form of pre‐computation, which has a long standing history in Computer Graphics. In particular, Pre‐computed Radiance Transfer (PRT) achieves real‐time rendering by freezing some variables of the scene (geometry, materials) and encoding the distribution of others, allowing interactive rendering at runtime. We adopt the same configuration as PRT – global illumination of static scenes under dynamic environment lighting – and investigate different neural network architectures, inspired by the design principles and theoretical analysis of PRT. We introduce four different architectures, and show that those based on knowledge of light transport models and PRT‐inspired principles improve the quality of global illumination predictions at equal training time and network size, without the need for high‐end ray‐tracing hardware. Gilles Rainer, Adrien Bousseau, Tobias Ritschel 0001, George Drettakis |
Comput. Graph. Forum | 4 |
| 2022 | Active Exploration for Neural Global Illumination of Variable ScenesabstractNeural rendering algorithms introduce a fundamentally new approach for photorealistic rendering, typically by learning a neural representation of illumination on large numbers of ground truth images. When training for a given variable scene, such as changing objects, materials, lights, and viewpoint, the space \( \mathcal {D} \) of possible training data instances quickly becomes unmanageable as the dimensions of variable parameters increase. We introduce a novel Active Exploration method using Markov Chain Monte Carlo, which explores \( \mathcal {D} \) , generating samples (i.e., ground truth renderings) that best help training and interleaves training and on-the-fly sample data generation. We introduce a self-tuning sample reuse strategy to minimize the expensive step of rendering training samples. We apply our approach on a neural generator that learns to render novel scene instances given an explicit parameterization of the scene configuration. Our results show that Active Exploration trains our network much more efficiently than uniformly sampling and, together with our resolution enhancement approach, achieves better quality than uniform sampling at convergence. Our method allows interactive rendering of hard light transport paths (e.g., complex caustics), which require very high samples counts to be captured, and provides dynamic scene navigation and manipulation, after training for 5 to 18 hours depending on required quality and variations. Stavros Diolatzis, Julien Philip, George Drettakis |
ACM Trans. Graph. | 3 |
| 2022 | Neural Point Catacaustics for Novel-View Synthesis of ReflectionsabstractView-dependent effects such as reflections pose a substantial challenge for image-based and neural rendering algorithms. Above all, curved reflectors are particularly hard, as they lead to highly non-linear reflection flows as the camera moves. We introduce a new point-based representation to compute Neural Point Catacaustics allowing novel-view synthesis of scenes with curved reflectors, from a set of casually-captured input photos. At the core of our method is a neural warp field that models catacaustic trajectories of reflections, so complex specular effects can be rendered using efficient point splatting in conjunction with a neural renderer. One of our key contributions is the explicit representation of reflections with a reflection point cloud which is displaced by the neural warp field, and a primary point cloud which is optimized to represent the rest of the scene. After a short manual annotation step, our approach allows interactive high-quality renderings of novel views with accurate reflection flow. Additionally, the explicit representation of reflection flow supports several forms of scene manipulation in captured scenes, such as reflection editing, cloning of specular objects, reflection tracking across views, and comfortable stereo viewing. We provide the source code and other supplemental material on https://repo-sam.inria.fr/fungraph/neural_catacaustics/ Georgios Kopanas, Thomas Leimkühler, Gilles Rainer, Clément Jambon, George Drettakis |
ACM Trans. Graph. | 5 |
| 2021 | Point-Based Neural Rendering with Per-View OptimizationabstractAbstract There has recently been great interest in neural rendering methods. Some approaches use 3D geometry reconstructed with Multi‐View Stereo (MVS) but cannot recover from the errors of this process, while others directly learn a volumetric neural representation, but suffer from expensive training and inference. We introduce a general approach that is initialized with MVS, but allows further optimization of scene properties in the space of input views, including depth and reprojected features, resulting in improved novel‐view synthesis. A key element of our approach is our new differentiable point‐based pipeline, based on bi‐directional Elliptical Weighted Average splatting, a probabilistic depth test and effective camera selection. We use these elements together in our neural renderer, that outperforms all previous methods both in quality and speed in almost all scenes we tested. Our pipeline can be applied to multi‐view harmonization and stylization in addition to novel‐view synthesis. Georgios Kopanas, Julien Philip, Thomas Leimkühler, George Drettakis |
Comput. Graph. Forum | 4 |
| 2021 | Video-Based Rendering of Dynamic Stationary Environments from Unsynchronized InputsabstractAbstract Image‐Based Rendering allows users to easily capture a scene using a single camera and then navigate freely with realistic results. However, the resulting renderings are completely static, and dynamic effects – such as fire, waterfalls or small waves – cannot be reproduced. We tackle the challenging problem of enabling free‐viewpoint navigation including such stationary dynamic effects, but still maintaining the simplicity of casual capture. Using a single camera – instead of previous complex synchronized multi‐camera setups – means that we have unsynchronized videos of the dynamic effect from multiple views, making it hard to blend them when synthesizing novel views. We present a solution that allows smooth free‐viewpoint video‐based rendering (VBR) of such scenes using temporal Laplacian pyramid decomposition video, enabling spatio‐temporal blending. For effects such as fire and waterfalls, that are semi‐transparent and occupy 3D space, we first estimate their spatial volume. This allows us to create per‐video geometries and alpha‐matte videos that we can blend using our frequency‐dependent method. We also extend Laplacian blending to the temporal dimension to remove additional temporal seams. We show results on scenes containing fire, waterfalls or rippling waves at the seaside, bringing these scenes to life. Theo Thonat, Yagiz Aksoy, Miika Aittala, Sylvain Paris, Frédo Durand, George Drettakis |
Comput. Graph. Forum | 6 |
| 2021 | FreeStyleGAN: free-view editable portrait rendering with the camera manifoldabstractCurrent Generative Adversarial Networks (GANs) produce photorealistic renderings of portrait images. Embedding real images into the latent space of such models enables high-level image editing. While recent methods provide considerable semantic control over the (re-)generated images, they can only generate a limited set of viewpoints and cannot explicitly control the camera. Such 3D camera control is required for 3D virtual and mixed reality applications. In our solution, we use a few images of a face to perform 3D reconstruction, and we introduce the notion of the GAN camera manifold, the key element allowing us to precisely define the range of images that the GAN can reproduce in a stable manner. We train a small face-specific neural implicit representation network to map a captured face to this manifold and complement it with a warping scheme to obtain free-viewpoint novel-view synthesis. We show how our approach - due to its precise camera control - enables the integration of a pre-trained StyleGAN into standard 3D rendering pipelines, allowing e.g., stereo rendering or consistent insertion of faces in synthetic 3D environments. Our solution proposes the first truly free-viewpoint rendering of realistic faces at interactive rates, using only a small number of casual photos as input, while simultaneously allowing semantic editing capabilities, such as facial expression or lighting changes. Thomas Leimkühler, George Drettakis |
ACM Trans. Graph. | 2 |
| 2021 | Free-viewpoint Indoor Neural Relighting from Multi-view StereoabstractWe introduce a neural relighting algorithm for captured indoors scenes, that allows interactive free-viewpoint navigation. Our method allows illumination to be changed synthetically, while coherently rendering cast shadows and complex glossy materials. We start with multiple images of the scene and a three-dimensional mesh obtained by multi-view stereo (MVS) reconstruction. We assume that lighting is well explained as the sum of a view-independent diffuse component and a view-dependent glossy term concentrated around the mirror reflection direction. We design a convolutional network around input feature maps that facilitate learning of an implicit representation of scene materials and illumination, enabling both relighting and free-viewpoint navigation. We generate these input maps by exploiting the best elements of both image-based and physically based rendering. We sample the input views to estimate diffuse scene irradiance, and compute the new illumination caused by user-specified light sources using path tracing. To facilitate the network's understanding of materials and synthesize plausible glossy reflections, we reproject the views and compute mirror images . We train the network on a synthetic dataset where each scene is also reconstructed with MVS. We show results of our algorithm relighting real indoor scenes and performing free-viewpoint navigation with complex and realistic glossy reflections, which so far remained out of reach for view-synthesis techniques. Julien Philip, Sébastien Morgenthaler, Michaël Gharbi, George Drettakis |
ACM Trans. Graph. | 4 |
| 2020 | Repurposing a Relighting Network for Realistic Compositions of Captured ScenesabstractMulti-view stereo can be used to rapidly create realistic virtual content, such as textured meshes or a geometric proxy for free-viewpoint Image-Based Rendering (IBR). These solutions greatly simplify the content creation process compared to traditional methods, but it is difficult to modify the content of the scene. We propose a novel approach to create scenes by composing (parts of) multiple captured scenes. The main difficulty of such compositions is that lighting conditions in each captured scene are different; to obtain a realistic composition we need to make lighting coherent. We propose a two-pass solution, by adapting a multi-view relighting network. We first match the lighting conditions of each scene separately and then synthesize shadows between scenes in a subsequent pass. We also improve the realism of the composition by estimating the change in ambient occlusion in contact areas between parts and compensate for the color balance of the different cameras used for capture. We illustrate our method with results on multiple compositions of outdoor scenes and show its application to multi-view image composition, IBR and textured mesh creation. Baptiste Nicolet, Julien Philip, George Drettakis |
I3D | 3 |
| 2020 | Guided Fine-Tuning for Large-Scale Material TransferabstractAbstract We present a method to transfer the appearance of one or a few exemplar SVBRDFs to a target image representing similar materials. Our solution is extremely simple: we fine‐tune a deep appearance‐capture network on the provided exemplars, such that it learns to extract similar SVBRDF values from the target image. We introduce two novel material capture and design workflows that demonstrate the strength of this simple approach. Our first workflow allows to produce plausible SVBRDFs of large‐scale objects from only a few pictures. Specifically, users only need take a single picture of a large surface and a few close‐up flash pictures of some of its details. We use existing methods to extract SVBRDF parameters from the close‐ups, and our method to transfer these parameters to the entire surface, enabling the lightweight capture of surfaces several meters wide such as murals, floors and furniture. In our second workflow, we provide a powerful way for users to create large SVBRDFs from internet pictures by transferring the appearance of existing, pre‐designed SVBRDFs. By selecting different exemplars, users can control the materials assigned to the target image, greatly enhancing the creative possibilities offered by deep appearance capture. Valentin Deschaintre, George Drettakis, Adrien Bousseau |
Comput. Graph. Forum | 2 |
| 2020 | Practical Product Path Guiding Using Linearly Transformed CosinesabstractAbstract Path tracing is now the standard method used to generate realistic imagery in many domains, e.g., film, special effects, architecture etc. Path guiding has recently emerged as a powerful strategy to counter the notoriously long computation times required to render such images. We present a practical path guiding algorithm that performs product sampling, i.e., samples proportional to the product of the bidirectional scattering distribution function (BSDF) and incoming radiance. We use a spatial‐directional subdivision to represent incoming radiance, and introduce the use of Linearly Transformed Cosines (LTCs) to represent the BSDF during path guiding, thus enabling efficient product sampling. Despite the computational efficiency of LTCs, several optimizations are needed to make our method cost effective. In particular, we show how we can use vectorization, precomputation, as well as strategies to optimize multiple importance sampling and Russian roulette to improve performance. We evaluate our method on several scenes, demonstrating consistent improvement in efficiency compared to previous work, especially in scenes with significant glossy inter‐reflection. Stavros Diolatzis, Adrien Gruson, Wenzel Jakob, Derek Nowrouzezahrai, George Drettakis |
Comput. Graph. Forum | 5 |
| 2020 | Glossy probe reprojection for interactive global illuminationabstractRecent rendering advances dramatically reduce the cost of global illumination. But even with hardware acceleration, complex light paths with multiple glossy interactions are still expensive; our new algorithm stores these paths in precomputed light probes and reprojects them at runtime to provide interactivity. Combined with traditional light maps for diffuse lighting our approach interactively renders all light paths in static scenes with opaque objects. Naively reprojecting probes with glossy lighting is memory-intensive, requires efficient access to the correctly reflected radiance, and exhibits problems at occlusion boundaries in glossy reflections. Our solution addresses all these issues. To minimize memory, we introduce an adaptive light probe parameterization that allocates increased resolution for shinier surfaces and regions of higher geometric complexity. To efficiently sample glossy paths, our novel gathering algorithm reprojects probe texels in a view-dependent manner using efficient reflection estimation and a fast rasterization-based search. Naive probe reprojection often sharpens glossy reflections at occlusion boundaries, due to changes in parallax. To avoid this, we split the convolution induced by the BRDF into two steps: we precompute probes using a lower material roughness and apply an adaptive bilateral filter at runtime to reproduce the original surface roughness. Combining these elements, our algorithm interactively renders complex scenes while fitting in the memory, bandwidth, and computation constraints of current hardware. Simon Rodriguez, Thomas Leimkühler, Siddhant Prakash, Chris Wyman, Peter Shirley, George Drettakis |
ACM Trans. Graph. | 6 |
| 2019 | Flexible SVBRDF Capture with a Multi-Image Deep NetworkabstractAbstract Empowered by deep learning, recent methods for material capture can estimate a spatially‐varying reflectance from a single photograph. Such lightweight capture is in stark contrast with the tens or hundreds of pictures required by traditional optimization‐based approaches. However, a single image is often simply not enough to observe the rich appearance of real‐world materials. We present a deep‐learning method capable of estimating material appearance from a variable number of uncalibrated and unordered pictures captured with a handheld camera and flash. Thanks to an order‐independent fusing layer, this architecture extracts the most useful information from each picture, while benefiting from strong priors learned from data. The method can handle both view and light direction variation without calibration. We show how our method improves its prediction with the number of input pictures, and reaches high quality reconstructions with as little as 1 to 10 images ‐ a sweet spot between existing single‐image and complex multi‐image approaches. Valentin Deschaintre, Miika Aittala, Frédo Durand, George Drettakis, Adrien Bousseau |
Comput. Graph. Forum | 4 |
| 2019 | Multi-view relighting using a geometry-aware networkabstractWe propose the first learning-based algorithm that can relight images in a plausible and controllable manner given multiple views of an outdoor scene. In particular, we introduce a geometry-aware neural network that utilizes multiple geometry cues (normal maps, specular direction, etc.) and source and target shadow masks computed from a noisy proxy geometry obtained by multi-view stereo. Our model is a three-stage pipeline: two subnetworks refine the source and target shadow masks, and a third performs the final relighting. Furthermore, we introduce a novel representation for the shadow masks, which we call RGB shadow images. They reproject the colors from all views into the shadowed pixels and enable our network to cope with inacuraccies in the proxy and the non-locality of the shadow casting interactions. Acquiring large-scale multi-view relighting datasets for real scenes is challenging, so we train our network on photorealistic synthetic data. At train time, we also compute a noisy stereo-based geometric proxy, this time from the synthetic renderings. This allows us to bridge the gap between the real and synthetic domains. Our model generalizes well to real scenes. It can alter the illumination of drone footage, image-based renderings, textured mesh reconstructions, and even internet photo collections. Julien Philip, Michaël Gharbi, Tinghui Zhou, Alexei A. Efros, George Drettakis |
ACM Trans. Graph. | 5 |
| 2019 | DiCE: dichoptic contrast enhancement for VR and stereo displaysabstractIn stereoscopic displays, such as those used in VR/AR headsets, our eyes are presented with two different views. The disparity between the views is typically used to convey depth cues, but it could be also used to enhance image appearance. We devise a novel technique that takes advantage of binocular fusion to boost perceived local contrast and visual quality of images. Since the technique is based on fixed tone curves, it has negligible computational cost and it is well suited for real-time applications, such as VR rendering. To control the trade-off between contrast gain and binocular rivalry, we conduct a series of experiments to explain the factors that dominate rivalry perception in a dichoptic presentation where two images of different contrasts are displayed. With this new finding, we can effectively enhance contrast and control rivalry in mono- and stereoscopic images, and in VR rendering, as confirmed in validation experiments. Fangcheng Zhong, George Alex Koulieris, George Drettakis, Martin S. Banks, Mathieu Chambe, Frédo Durand, Rafal Mantiuk |
ACM Trans. Graph. | 3 |
| 2018 | Plane-based multi-view inpainting for image-based rendering in large scenesabstractImage-Based Rendering (IBR) allows high-fidelity free-viewpoint navigation using only a set of photographs and 3D reconstruction as input. It is often necessary or convenient to remove objects from the captured scenes, allowing a form of scene editing for IBR. This requires multi-view inpainting of the input images. Previous methods suffer from several major limitations: they lack true multi-view coherence, resulting in artifacts such as blur, they do not preserve perspective during inpainting, provide inaccurate depth completion and can only handle scenes with a few tens of images. Our approach addresses these limitations by introducing a new multi-view method that performs inpainting in intermediate, locally common planes. Use of these planes results in correct perspective and multi-view coherence of inpainting results. For efficient treatment of large scenes, we present a fast planar region extraction method operating on small image clusters. We adapt the resolution of inpainting to that required in each input image of the multi-view dataset, and carefully handle image resampling between the input images and rectified planes. We show results on large indoors and outdoors environments. Julien Philip, George Drettakis |
I3D | 2 |
| 2018 | Exploiting Repetitions for Image-Based Rendering of FacadesabstractAbstract Street‐level imagery is now abundant but does not have sufficient capture density to be usable for Image‐Based Rendering (IBR) of facades. We present a method that exploits repetitive elements in facades ‐ such as windows ‐ to perform data augmentation, in turn improving camera calibration, reconstructed geometry and overall rendering quality for IBR. The main intuition behind our approach is that a few views of several instances of an element provide similar information to many views of a single instance of that element. We first select similar instances of an element from 3–4 views of a facade and transform them into a common coordinate system, creating a “platonic” element. We use this common space to refine the camera calibration of each view of each instance and to reconstruct a 3D mesh of the element with multi‐view stereo, that we regularize to obtain a piecewise‐planar mesh aligned with dominant image contours. Observing the same element under multiple views also allows us to identify reflective areas ‐ such as glass panels ‐ which we use at rendering time to generate plausible reflections using an environment map. Our detailed 3D mesh, augmented set of views, and reflection mask enable image‐based rendering of much higher quality than results obtained using the input images directly. Simon Rodriguez, Adrien Bousseau, Frédo Durand, George Drettakis |
Comput. Graph. Forum | 4 |
| 2018 | Thin Structures in Image Based RenderingabstractAbstract We propose a novel method to handle thin structures in Image‐Based Rendering (IBR), and specifically structures supported by simple geometric shapes such as planes, cylinders, etc. These structures, e.g. railings, fences, oven grills etc, are present in many man‐made environments and are extremely challenging for multi‐view 3D reconstruction, representing a major limitation of existing IBR methods. Our key insight is to exploit multi‐view information. After a handful of user clicks to specify the supporting geometry, we compute multi‐view and multi‐layer alpha mattes to extract the thin structures. We use two multi‐view terms in a graph‐cut segmentation, the first based on multi‐view foreground color prediction and the second ensuring multiview consistency of labels. Occlusion of the background can challenge reprojection error calculation and we use multiview median images and variance, with multiple layers of thin structures. Our end‐to‐end solution uses the multi‐layer segmentation to create per‐view mattes and the median colors and variance to create a clean background. We introduce a new multi‐pass IBR algorithm based on depth‐peeling to allow free‐viewpoint navigation of multi‐layer semi‐transparent thin structures. Our results show significant improvement in rendering quality for thin structures compared to previous image‐based rendering solutions. Theo Thonat, Abdelaziz Djelouah, Frédo Durand, George Drettakis |
Comput. Graph. Forum | 4 |
| 2018 | Multi-scale simulation of nonlinear thin-shell sound with wave turbulenceabstractThin shells --- solids that are thin in one dimension compared to the other two --- often emit rich nonlinear sounds when struck. Strong excitations can even cause chaotic thin-shell vibrations, producing sounds whose energy spectrum diffuses from low to high frequencies over time --- a phenomenon known as wave turbulence. It is all these nonlinearities that grant shells such as cymbals and gongs their characteristic "glinting" sound. Yet, simulation models that efficiently capture these sound effects remain elusive. We propose a physically based, multi-scale reduced simulation method to synthesize nonlinear thin-shell sounds. We first split nonlinear vibrations into two scales, with a small low-frequency part simulated in a fully nonlinear way, and a high-frequency part containing many more modes approximated through time-varying linearization. This allows us to capture interesting nonlinearities in the shells' deformation, tens of times faster than previous approaches. Furthermore, we propose a method that enriches simulated sounds with wave turbulent sound details through a phenomenological diffusion model in the frequency domain, and thereby sidestep the expensive simulation of chaotic high-frequency dynamics. We show several examples of our simulations, illustrating the efficiency and realism of our model. Gabriel Cirio, Ante Qu, George Drettakis, Eitan Grinspun, Changxi Zheng |
ACM Trans. Graph. | 3 |
| 2018 | Single-image SVBRDF capture with a rendering-aware deep networkabstractTexture, highlights, and shading are some of many visual cues that allow humans to perceive material appearance in single pictures. Yet, recovering spatially-varying bi-directional reflectance distribution functions (SVBRDFs) from a single image based on such cues has challenged researchers in computer graphics for decades. We tackle lightweight appearance capture by training a deep neural network to automatically extract and make sense of these visual cues. Once trained, our network is capable of recovering per-pixel normal, diffuse albedo, specular albedo and specular roughness from a single picture of a flat surface lit by a hand-held flash. We achieve this goal by introducing several innovations on training data acquisition and network design. For training, we leverage a large dataset of artist-created, procedural SVBRDFs which we sample and render under multiple lighting directions. We further amplify the data by material mixing to cover a wide diversity of shading effects, which allows our network to work across many material classes. Motivated by the observation that distant regions of a material sample often offer complementary visual cues, we design a network that combines an encoder-decoder convolutional track for local feature extraction with a fully-connected track for global feature extraction and propagation. Many important material effects are view-dependent, and as such ambiguous when observed in a single image. We tackle this challenge by defining the loss as a differentiable SVBRDF similarity metric that compares the renderings of the predicted maps against renderings of the ground truth from several lighting and viewing directions. Combined together, these novel ingredients bring clear improvement over state of the art methods for single-shot capture of spatially varying BRDFs. Valentin Deschaintre, Miika Aittala, Frédo Durand, George Drettakis, Adrien Bousseau |
ACM Trans. Graph. | 4 |
| 2018 | Deep blending for free-viewpoint image-based renderingabstractFree-viewpoint image-based rendering (IBR) is a standing challenge. IBR methods combine warped versions of input photos to synthesize a novel view. The image quality of this combination is directly affected by geometric inaccuracies of multi-view stereo (MVS) reconstruction and by view- and image-dependent effects that produce artifacts when contributions from different input views are blended. We present a new deep learning approach to blending for IBR, in which we use held-out real image data to learn blending weights to combine input photo contributions. Our Deep Blending method requires us to address several challenges to achieve our goal of interactive free-viewpoint IBR navigation. We first need to provide sufficiently accurate geometry so the Convolutional Neural Network (CNN) can succeed in finding correct blending weights. We do this by combining two different MVS reconstructions with complementary accuracy vs. completeness tradeoffs. To tightly integrate learning in an interactive IBR system, we need to adapt our rendering algorithm to produce a fixed number of input layers that can then be blended by the CNN. We generate training data with a variety of captured scenes, using each input photo as ground truth in a held-out approach. We also design the network architecture and the training loss to provide high quality novel view synthesis, while reducing temporal flickering artifacts. Our results demonstrate free-viewpoint IBR in a wide variety of scenes, clearly surpassing previous methods in visual quality, especially when moving far from the input cameras. Peter Hedman, Julien Philip, True Price, Jan-Michael Frahm, George Drettakis, Gabriel J. Brostow |
ACM Trans. Graph. | 5 |
| 2017 | Accommodation and comfort in head-mounted displaysabstractHead-mounted displays (HMDs) often cause discomfort and even nausea. Improving comfort is therefore one of the most significant challenges for the design of such systems. In this paper, we evaluate the effect of different HMD display configurations on discomfort. We do this by designing a device to measure human visual behavior and evaluate viewer comfort. In particular, we focus on one known source of discomfort: the vergence-accommodation (VA) conflict. The VA conflict is the difference between accommodative and vergence response. In HMDs the eyes accommodate to a fixed screen distance while they converge to the simulated distance of the object of interest, requiring the viewer to undo the neural coupling between the two responses. Several methods have been proposed to alleviate the VA conflict, including Depth-of-Field (DoF) rendering, focus-adjustable lenses, and monovision. However, no previous work has investigated whether these solutions actually drive accommodation to the distance of the simulated object. If they did, the VA conflict would disappear, and we expect comfort to improve. We design the first device that allows us to measure accommodation in HMDs, and we use it to obtain accommodation measurements and to conduct a discomfort study. The results of the first experiment demonstrate that only the focus-adjustable-lens design drives accommodation effectively, while other solutions do not drive accommodation to the simulated distance and thus do not resolve the VA conflict. The second experiment measures discomfort. The results validate that the focus-adjustable-lens design improves comfort significantly more than the other solutions. George Alex Koulieris, Bee Bui, Martin S. Banks, George Drettakis |
ACM Trans. Graph. | 4 |
| 2016 | Automatic 3D Car Model Alignment for Mixed Image-Based RenderingabstractImage-Based Rendering (IBR) allows good-quality free-viewpoint navigation in urban scenes, but suffers from artifacts on poorly reconstructed objects, e.g., reflective surfaces such as cars. To alleviate this problem, we propose a method that automatically identifies stock 3D models, aligns them in the 3D scene and performs morphing to better capture image contours. We do this by first adapting learning-based methods to detect and identify an object class/pose in images. We then propose a method which exploits all available information, namely partial and inaccurate 3D reconstruction, multi-view calibration, image contours and the 3D model to achieve accurate object alignment suitable for subsequent morphing. These steps provide models which are well-aligned in 3D and to contours in all the images of the multi-view dataset, allowing us to use the resulting model in our mixed IBR algorithm. Our results show significant improvement in image quality for free-viewpoint IBR, especially when moving far from the captured viewpoints. Rodrigo Ortiz Cayon, Abdelaziz Djelouah, Francisco Massa, Mathieu Aubry, George Drettakis |
3DV | 5 |
| 2016 | Cotemporal Multi-View Video SegmentationabstractWe address the problem of multi-view video segmentation of dynamic scenes in general and outdoor environments with possibly moving cameras. Multi-view methods for dynamic scenes usually rely on geometric calibration to impose spatial shape constraints between viewpoints. In this paper, we show that the calibration constraint can be relaxed while still getting competitive segmentation results using multi-view constraints. We introduce new multi-view cotemporality constraints through motion correlation cues, in addition to common appearance features used by co-segmentation methods to identify co-instances of objects. We also take advantage of learning based segmentation strategies by casting the problem as the selection of monocular proposals that satisfy multi-view constraints. This yields a fully automated method that can segment subjects of interest without any particular pre-processing stage. Results on several challenging outdoor datasets demonstrate the feasibility and robustness of our approach. Abdelaziz Djelouah, Jean-Sébastien Franco, Edmond Boyer, Patrick Pérez, George Drettakis |
3DV | 5 |
| 2016 | Multi-View Inpainting for Image-Based Scene Editing and RenderingabstractWe propose a method to remove objects such as people and cars from multi-view urban image datasets, enabling free-viewpoint IBR in the edited scenes. Our method combines information from multi-view 3D reconstruction with image inpainting techniques, by formulating the problem as an optimization of a global patch-based objective function. We use Image-Based Rendering (IBR) techniques to reproject information from neighboring views, and 3D multi-view stereo reconstruction to perform multiview coherent initialization for inpainting of pixels not filled by reprojection. Our algorithm performs multi-view consistent inpainting for color and 3D by blending reprojections with patch-based image inpainting. We run our algorithm on casually captured datasets, and Google StreetViewdata, removing objects cars, people and pillars, showing that our approach produces results of sufficient quality for free-viewpoint IBR on "cleaned up" scenes, as well as IBR scene editing, such as limited motion of real objects. Theo Thonat, Eli Shechtman, Sylvain Paris, George Drettakis |
3DV | 4 |
| 2016 | Gaze prediction using machine learning for dynamic stereo manipulation in gamesabstractComfortable, high-quality 3D stereo viewing is becoming a requirement for interactive applications today. Previous research shows that manipulating disparity can alleviate some of the discomfort caused by 3D stereo, but it is best to do this locally, around the object the user is gazing at. The main challenge is thus to develop a gaze predictor in the demanding context of real-time, heavily task-oriented applications such as games. Our key observation is that player actions are highly correlated with the present state of a game, encoded by game variables. Based on this, we train a classifier to learn these correlations using an eye-tracker which provides the ground-truth object being looked at. The classifier is used at runtime to predict object category - and thus gaze - during game play, based on the current state of game variables. We use this prediction to propose a dynamic disparity manipulation method, which provides rich and comfortable depth. We evaluate the quality of our gaze predictor numerically and experimentally, showing that it predicts gaze more accurately than previous approaches. A subjective rating study demonstrates that our localized disparity manipulation is preferred over previous methods. George Alex Koulieris, George Drettakis, Douglas W. Cunningham, Katerina Mania |
VR | 2 |
| 2016 | Scalable inside-out image-based renderingabstractOur aim is to give users real-time free-viewpoint rendering of real indoor scenes, captured with off-the-shelf equipment such as a high-quality color camera and a commodity depth sensor. Image-based Rendering (IBR) can provide the realistic imagery required at real-time speed. For indoor scenes however, two challenges are especially prominent. First, the reconstructed 3D geometry must be compact, but faithful enough to respect occlusion relationships when viewed up close. Second, man-made materials call for view-dependent texturing, but using too many input photographs reduces performance. We customize a typical RGB-D 3D surface reconstruction pipeline to produce a coarse global 3D surface, and local, per-view geometry for each input image. Our tiled IBR preserves quality by economizing on the expected contributions that entire groups of input pixels make to a final image. The two components are designed to work together, giving real-time performance, while hardly sacrificing quality. Testing on a variety of challenging scenes shows that our inside-out IBR scales favorably with the number of input images. Peter Hedman, Tobias Ritschel 0001, George Drettakis, Gabriel J. Brostow |
ACM Trans. Graph. | 3 |
| 2015 | A Bayesian Approach for Selective Image-Based Rendering Using SuperpixelsabstractImage-Based Rendering (IBR) algorithms generate high quality photo-realistic imagery without the burden of detailed modeling and expensive realistic rendering. Recent methods have different strengths and weaknesses, depending on 3D reconstruction quality and scene content. Each algorithm operates with a set of hypotheses about the scene and the novel views, resulting in different quality/speed trade-offs in different image regions. We present a principled approach to select the algorithm with the best quality/speed trade-off in each region. To do this, we propose a Bayesian approach, modeling the rendering quality, the rendering process and the validity of the assumptions of each algorithm. We then choose the algorithm to use with Maximum a Posteriori estimation. We demonstrate the utility of our approach on recent IBR algorithms which use over segmentation and are based on planar reprojection and shape-preserving warps respectively. Our algorithm selects the best rendering algorithm for each super pixel in a preprocessing step, at runtime our selective IBR uses this choice to achieve significant speedup at equivalent or better quality compared to previous algorithms. Rodrigo Ortiz Cayon, Abdelaziz Djelouah, George Drettakis |
3DV | 3 |
| 2015 | Unifying Color and Texture Transfer for Predictive Appearance ManipulationabstractAbstract Recent color transfer methods use local information to learn the transformation from a source to an exemplar image, and then transfer this appearance change to a target image. These solutions achieve very successful results for general mood changes, e.g., changing the appearance of an image from “sunny” to “overcast”. However, such methods have a hard time creating new image content, such as leaves on a bare tree. Texture transfer, on the other hand, can synthesize such content but tends to destroy image structure. We propose the first algorithm that unifies color and texture transfer, outperforming both by leveraging their respective strengths. A key novelty in our approach resides in teasing apart appearance changes that can be modeled simply as changes in color versus those that require new image content to be generated. Our method starts with an analysis phase which evaluates the success of color transfer by comparing the exemplar with the source. This analysis then drives a selective, iterative texture transfer algorithm that simultaneously predicts the success of color transfer on the target and synthesizes new content where needed. We demonstrate our unified algorithm by transferring large temporal changes between photographs, such as change of season – e.g., leaves on bare trees or piles of snow on a street – and flooding. Fumio Okura, Kenneth Vanhoey, Adrien Bousseau, Alexei A. Efros, George Drettakis |
Comput. Graph. Forum | 5 |
| 2015 | Probabilistic Connections for Bidirectional Path TracingabstractAbstract Bidirectional path tracing (BDPT) with Multiple Importance Sampling is one of the most versatile unbiased rendering algorithms today. BDPT repeatedly generates sub‐paths from the eye and the lights, which are connected for each pixel and then discarded. Unfortunately, many such bidirectional connections turn out to have low contribution to the solution. Our key observation is that we can importance sample connections to an eye sub‐path by considering multiple light sub‐paths at once and creating connections probabilistically. We do this by storing light paths, and estimating probability mass functions of the discrete set of possible connections to all light paths. This has two key advantages: we efficiently create connections with low variance by Monte Carlo sampling, and we reuse light paths across different eye paths. We also introduce a caching scheme by deriving an approximation to sub‐path contribution which avoids high‐dimensional path distance computations. Our approach builds on caching methods developed in the different context of VPLs. Our Probabilistic Connections for Bidirectional Path Tracing approach raises a major challenge, since reuse results in high variance due to correlation between paths. We analyze the problem of path correlation and derive a conservative upper bound of the variance, with computationally tractable sample weights. We present results of our method which shows significant improvement over previous unbiased global illumination methods, and evaluate our algorithmic choices. Stefan Popov, Ravi Ramamoorthi, Frédo Durand, George Drettakis |
Comput. Graph. Forum | 4 |
| 2015 | Multiview Intrinsic Images of Outdoors Scenes with an Application to RelightingabstractWe introduce a method to compute intrinsic images for a multiview set of outdoor photos with cast shadows, taken under the same lighting. We use an automatic 3D reconstruction from these photos and the sun direction as input and decompose each image into reflectance and shading layers, despite the inaccuracies and missing data of the 3D model. Our approach is based on two key ideas. First, we progressively improve the accuracy of the parameters of our image formation model by performing iterative estimation and combining 3D lighting simulation with 2D image optimization methods. Second, we use the image formation model to express reflectance as a function of discrete visibility values for shadow and light, which allows to introduce a robust visibility classifier for pairs of points in a scene. This classifier is used for shadow labeling, allowing to compute high-quality reflectance and shading layers. Our multiview intrinsic decomposition is of sufficient quality to allow relighting of the input images. We create shadow-caster geometry which preserves shadow silhouettes and, using the intrinsic layers, we can perform multiview relighting with moving cast shadows. We present results on several multiview datasets, and show how it is now possible to perform image-based rendering with changing illumination conditions. Sylvain Duchêne, Clément Riant, Gaurav Chaurasia, Jorge Lopez-Moreno, Pierre-Yves Laffont, Stefan Popov, Adrien Bousseau, George Drettakis |
ACM Trans. Graph. | 8 |
| 2014 | Reminiscence Therapy using Image-Based Rendering in VRabstractWe present a novel VR solution for Reminiscence Therapy (RT), developed jointly by a group of memory clinicians and computer scientists. RT involves the discussion of past activities, events or experiences with others, often with the aid of tangible props which are familiar items from the past; it is a popular intervention in dementia care. We introduce an immersive VR system designed for RT, which allows easy presentation of familiar environments. In particular, our system supports highly-realistic Image-Based Rendering in an immersive setting. To evaluate the effectiveness and utility of our system for RT, we perform a study with healthy elderly participants to test if our VR system can help with the generation of autobiographical memories. We adapt a verbal Autobiographical Fluency protocol to our VR context, in which elderly participants are asked to generate memories based on images they are shown. We compare the use of our image-based system for an unknown and a familiar environment. The results of our study show that the number of memories generated for a familiar environment is higher than that for an unknown environment using our system. This indicates that IBR can convey familiarity of a given scene, which is an essential requirement for the use of VR in RT. Our results also show that our system is as effective as traditional RT protocols, while acceptability and motivation scores demonstrate that our system is well tolerated by elderly participants. Emmanuelle Chapoulie, Rachid Guerchouche, Pierre-David Petit, Gaurav Chaurasia, Philippe Robert, George Drettakis |
VR | 6 |
| 2014 | C-LOD: Context-aware Material Level-of-Detail applied to Mobile GraphicsabstractAbstract Attention‐based Level‐Of–Detail (LOD) managers downgrade the quality of areas that are expected to go unnoticed by an observer to economize on computational resources. The perceptibility of lowered visual fidelity is determined by the accuracy of the attention model that assigns quality levels. Most previous attention based LOD managers do not take into account saliency provoked by context, failing to provide consistently accurate attention predictions. In this work, we extend a recent high level saliency model with four additional components yielding more accurate predictions: an object‐intrinsic factor accounting for canonical form of objects, an object‐context factor for contextual isolation of objects, a feature uniqueness term that accounts for the number of salient features in an image, and a temporal context that generates recurring fixations for objects inconsistent with the context. We conduct a perceptual experiment to acquire the weighting factors to initialize our model. We design C‐LOD, a LOD manager that maintains a constant frame rate on mobile devices by dynamically re‐adjusting material quality on secondary visual features of non‐attended objects. In a proof of concept study we establish that by incorporating C‐LOD, complex effects such as parallax occlusion mapping usually omitted in mobile devices can now be employed, without overloading GPU capability and, at the same time, conserving battery power. George Alex Koulieris, George Drettakis, Douglas W. Cunningham, Katerina Mania |
Comput. Graph. Forum | 2 |
| 2014 | Vectorising Bitmaps into Semi-Transparent Gradient LayersabstractAbstract We present an interactive approach for decompositing bitmap drawings and studio photographs into opaque and semi‐transparent vector layers. Semi‐transparent layers are especially challenging to extract, since they require the inversion of the non‐linear compositing equation. We make this problem tractable by exploiting the parametric nature of vector gradients, jointly separating and vectorising semi‐transparent regions. Specifically, we constrain the foreground colours to vary according to linear or radial parametric gradients, restricting the number of unknowns and allowing our system to efficiently solve for an editable semi‐transparent foreground. We propose a progressive workflow, where the user successively selects a semi‐transparent or opaque region in the bitmap, which our algorithm separates as a foreground vector gradient and a background bitmap layer. The user can choose to decompose the background further or vectorise it as an opaque layer. The resulting layered vector representation allows a variety of edits, such as modifying the shape of highlights, adding texture to an object or changing its diffuse colour. Christian Richardt, Jorge Lopez-Moreno, Adrien Bousseau, Maneesh Agrawala, George Drettakis |
Comput. Graph. Forum | 5 |
| 2014 | An Automated High-Level Saliency Predictor for Smart Game BalancingabstractSuccessfully predicting visual attention can significantly improve many aspects of computer graphics: scene design, interactivity and rendering. Most previous attention models are mainly based on low-level image features, and fail to take into account high-level factors such as scene context, topology, or task. Low-level saliency has previously been combined with task maps, but only for predetermined tasks. Thus, the application of these methods to graphics (e.g., for selective rendering) has not achieved its full potential. In this article, we present the first automated high-level saliency predictor incorporating two hypotheses from perception and cognitive science that can be adapted to different tasks. The first states that a scene is comprised of objects expected to be found in a specific context as well objects out of context which are salient (scene schemata) while the other claims that viewer’s attention is captured by isolated objects (singletons). We propose a new model of attention by extending Eckstein’s Differential Weighting Model. We conducted a formal eye-tracking experiment which confirmed that object saliency guides attention to specific objects in a game scene and determined appropriate parameters for a model. We present a GPU-based system architecture that estimates the probabilities of objects to be attended in real- time. We embedded this tool in a game level editor to automatically adjust game level difficulty based on object saliency, offering a novel way to facilitate game design. We perform a study confirming that game level completion time depends on object topology as predicted by our system. George Alex Koulieris, George Drettakis, Douglas W. Cunningham, Katerina Mania |
ACM Trans. Appl. Percept. | 2 |
| 2013 | Depth synthesis and local warps for plausible image-based navigationabstractModern camera calibration and multiview stereo techniques enable users to smoothly navigate between different views of a scene captured using standard cameras. The underlying automatic 3D reconstruction methods work well for buildings and regular structures but often fail on vegetation, vehicles, and other complex geometry present in everyday urban scenes. Consequently, missing depth information makes Image-Based Rendering (IBR) for such scenes very challenging. Our goal is to provide plausible free-viewpoint navigation for such datasets. To do this, we introduce a new IBR algorithm that is robust to missing or unreliable geometry, providing plausible novel views even in regions quite far from the input camera positions. We first oversegment the input images, creating superpixels of homogeneous color content which often tends to preserve depth discontinuities. We then introduce a depth synthesis approach for poorly reconstructed regions based on a graph structure on the oversegmentation and appropriate traversal of the graph. The superpixels augmented with synthesized depth allow us to define a local shape-preserving warp which compensates for inaccurate depth. Our rendering algorithm blends the warped images, and generates plausible image-based novel views for our challenging target scenes. Our results demonstrate novel view synthesis in real time for multiple challenging scenes with significant depth complexity, providing a convincing immersive navigation experience. Gaurav Chaurasia, Sylvain Duchêne, Olga Sorkine-Hornung, George Drettakis |
ACM Trans. Graph. | 4 |
| 2013 | Depicting stylized materials with vector shade treesabstractVector graphics represent images with compact, editable and scalable primitives. Skillful vector artists employ these primitives to produce vivid depictions of material appearance and lighting. However, such stylized imagery often requires building complex multi-layered combinations of colored fills and gradient meshes. We facilitate this task by introducing vector shade trees that bring to vector graphics the flexibility of modular shading representations as known in the 3D rendering community. In contrast to traditional shade trees that combine pixel and vertex shaders, our shade nodes encapsulate the creation and blending of vector primitives that vector artists routinely use. We propose a set of basic shade nodes that we design to respect the traditional guidelines on material depiction described in drawing books and tutorials. We integrate our representation as an Adobe Illustrator plug-in that allows even inexperienced users to take a line drawing, apply a few clicks and obtain a fully colored illustration. More experienced artists can easily refine the illustration, adding more details and visual features, while using all the vector drawing tools they are already familiar with. We demonstrate the power of our representation by quickly generating illustrations of complex objects and materials. Jorge Lopez-Moreno, Stefan Popov, Adrien Bousseau, Maneesh Agrawala, George Drettakis |
ACM Trans. Graph. | 5 |
| 2013 | Perception of perspective distortions in image-based renderingabstractImage-based rendering (IBR) creates realistic images by enriching simple geometries with photographs, e.g., mapping the photograph of a building façade onto a plane. However, as soon as the viewer moves away from the correct viewpoint, the image in the retina becomes distorted, sometimes leading to gross misperceptions of the original geometry. Two hypotheses from vision science state how viewers perceive such image distortions, one claiming that they can compensate for them (and therefore perceive scene geometry reasonably correctly), and one claiming that they cannot compensate (and therefore can perceive rather significant distortions). We modified the latter hypothesis so that it extends to street-level IBR. We then conducted a rigorous experiment that measured the magnitude of perceptual distortions that occur with IBR for façade viewing. We also conducted a rating experiment that assessed the acceptability of the distortions. The results of the two experiments were consistent with one another. They showed that viewers' percepts are indeed distorted, but not as severely as predicted by the modified vision science hypothesis. From our experimental results, we develop a predictive model of distortion for street-level IBR, which we use to provide guidelines for acceptability of virtual views and for capture camera density. We perform a confirmatory study to validate our predictions, and illustrate their use with an application that guides users in IBR navigation to stay in regions where virtual views yield acceptable perceptual distortions. Peter Vangorp, Christian Richardt, Emily A. Cooper, Gaurav Chaurasia, Martin S. Banks, George Drettakis |
ACM Trans. Graph. | 6 |
| 2013 | Rich Intrinsic Image Decomposition of Outdoor Scenes from Multiple ViewsabstractIntrinsic images aim at separating an image into its reflectance and illumination components to facilitate further analysis or manipulation. This separation is severely ill posed and the most successful methods rely on user indications or precise geometry to resolve the ambiguities inherent to this problem. In this paper, we propose a method to estimate intrinsic images from multiple views of an outdoor scene without the need for precise geometry and with a few manual steps to calibrate the input. We use multiview stereo to automatically reconstruct a 3D point cloud of the scene. Although this point cloud is sparse and incomplete, we show that it provides the necessary information to compute plausible sky and indirect illumination at each 3D point. We then introduce an optimization method to estimate sun visibility over the point cloud. This algorithm compensates for the lack of accurate geometry and allows the extraction of precise shadows in the final image. We finally propagate the information computed over the sparse point cloud to every pixel in the photograph using image-guided propagation. Our propagation not only separates reflectance from illumination, but also decomposes the illumination into a sun, sky, and indirect layer. This rich decomposition allows novel image manipulations as demonstrated by our results. Pierre-Yves Laffont, Adrien Bousseau, George Drettakis |
IEEE Trans. Vis. Comput. Graph. | 3 |
| 2012 | Example-Based Fractured AppearanceabstractAbstract A common weathering effect is the appearance of cracks due to material fractures. Previous exemplar‐based aging and weathering methods have either reused images or sought to replicate observed patterns exactly. We introduce a new approach to exemplar‐based modeling that creates weathered patterns on synthetic objects by matching thestatisticsof fracture patterns in a photograph. We present a user study to determine which statistics are correlated to visual similarity and how they are perceived by the user. We then describe a revised physically‐based fracture model capable of producing a wide range of crack patterns at interactive rates. We demonstrate how a Bayesian optimization method can determine the parameters of this model so it can produce a pattern with the same key statistics as an exemplar. Finally, we present results using our approach and various exemplars to produce a variety of fracture effects in synthetic renderings of complex environments. The speed of the fracture simulation allows interactive previews of the fractured results and its application on large scale environments. Loeïz Glondu, Lien Muguercia, Maud Marchal, Carles Bosch, Holly E. Rushmeier, Georges Dumont, George Drettakis |
Comput. Graph. Forum | 7 |
| 2012 | Gabor noise by exampleabstractProcedural noise is a fundamental tool in Computer Graphics. However, designing noise patterns is hard. In this paper, we present Gabor noise by example , a method to estimate the parameters of bandwidth-quantized Gabor noise, a procedural noise function that can generate noise with an arbitrary power spectrum, from exemplar Gaussian textures, a class of textures that is completely characterized by their power spectrum. More specifically, we introduce (i) bandwidth-quantized Gabor noise, a generalization of Gabor noise to arbitrary power spectra that enables robust parameter estimation and efficient procedural evaluation; (ii) a robust parameter estimation technique for quantized-bandwidth Gabor noise, that automatically decomposes the noisy power spectrum estimate of an exemplar into a sparse sum of Gaussians using non-negative basis pursuit denoising; and (iii) an efficient procedural evaluation scheme for bandwidth-quantized Gabor noise, that uses multi-grid evaluation and importance sampling of the kernel parameters. Gabor noise by example preserves the traditional advantages of procedural noise, including a compact representation and a fast on-the-fly evaluation, and is mathematically well-founded. Bruno Galerne, Ares Lagae, Sylvain Lefebvre 0001, George Drettakis |
ACM Trans. Graph. | 4 |
| 2012 | Coherent intrinsic images from photo collectionsabstractAn intrinsic image is a decomposition of a photo into an illumination layer and a reflectance layer, which enables powerful editing such as the alteration of an object's material independently of its illumination. However, decomposing a single photo is highly under-constrained and existing methods require user assistance or handle only simple scenes. In this paper, we compute intrinsic decompositions using several images of the same scene under different viewpoints and lighting conditions. We use multi-view stereo to automatically reconstruct 3D points and normals from which we derive relationships between reflectance values at different locations, across multiple views and consequently different lighting conditions. We use robust estimation to reliably identify reflectance ratios between pairs of points. From these, we infer constraints for our optimization and enforce a coherent solution across multiple views and illuminations. Our results demonstrate that this constrained optimization yields high-quality and coherent intrinsic decompositions of complex scenes. We illustrate how these decompositions can be used for image-based illumination transfer and transitions between views with consistent lighting. Pierre-Yves Laffont, Adrien Bousseau, Sylvain Paris, Frédo Durand, George Drettakis |
ACM Trans. Graph. | 5 |
| 2012 | Walking in a Cube: Novel Metaphors for Safely Navigating Large Virtual Environments in Restricted Real WorkspacesabstractImmersive spaces such as 4-sided displays with stereo viewing and high-quality tracking provide a very engaging and realistic virtual experience. However, walking is inherently limited by the restricted physical space, both due to the screens (limited translation) and the missing back screen (limited rotation). In this paper, we propose three novel locomotion techniques that have three concurrent goals: keep the user safe from reaching the translational and rotational boundaries; increase the amount of real walking and finally, provide a more enjoyable and ecological interaction paradigm compared to traditional controller-based approaches. We notably introduce the "Virtual Companion", which uses a small bird to guide the user through VEs larger than the physical space. We evaluate the three new techniques through a user study with travel-to-target and path following tasks. The study provides insight into the relative strengths of each new technique for the three aforementioned goals. Specifically, if speed and accuracy are paramount, traditional controller interfaces augmented with our novel warning techniques may be more appropriate; if physical walking is more important, two of our paradigms (extended Magic Barrier Tape and Constrained Wand) should be preferred; last, fun and ecological criteria would favor the Virtual Companion. Gabriel Cirio, Peter Vangorp, Emmanuelle Chapoulie, Maud Marchal, Anatole Lécuyer, George Drettakis |
IEEE Trans. Vis. Comput. Graph. | 6 |
| 2011 | Silhouette-Aware Warping for Image-Based RenderingabstractAbstract Image‐based rendering (IBR) techniques allow capture and display of 3D environments using photographs. Modern IBR pipelines reconstruct proxy geometry using multi‐view stereo, reproject the photographs onto the proxy and blend them to create novel views. The success of these methods depends on accurate 3D proxies, which are difficult to obtain for complex objects such as trees and cars. Large number of input images do not improve reconstruction proportionally; surface extraction is challenging even from dense range scans for scenes containing such objects. Our approach does not depend on dense accurate geometric reconstruction; instead we compensate for sparse 3D information by variational image warping. In particular, we formulatesilhouette‐awarewarps that preserve salient depth discontinuities. This improves the rendering of difficult foreground objects, even when deviating from view interpolation. We use a semi‐automatic step to identify depth discontinuities and extract a sparse set of depth constraints used to guide the warp. Our framework is lightweight and results in good quality IBR for previously challenging environments. Gaurav Chaurasia, Olga Sorkine-Hornung, George Drettakis |
Comput. Graph. Forum | 3 |
| 2011 | Perception of Visual Artifacts in Image-Based Rendering of FaçadesabstractAbstract Image‐based rendering (IBR) techniques allow users to create interactive 3D visualizations of scenes by taking a few snapshots. However, despite substantial progress in the field, the main barrier to better quality and more efficient IBR visualizations are several types of common, visually objectionable artifacts. These occur when scene geometry is approximate or viewpoints differ from the original shots, leading to parallax distortions, blurring, ghosting and popping errors that detract from the appearance of the scene. We argue that a better understanding of the causes and perceptual impact of these artifacts is the key to improving IBR methods. In this study we present a series of psychophysical experiments in which we systematically map out the perception of artifacts in IBR visualizations of façades as a function of the most common causes. We separate artifacts into different classes and measure how they impact visual appearance as a function of the number of images available, the geometry of the scene and the viewpoint. The results reveal a number of counter‐intuitive effects in the perception of artifacts. We summarize our results in terms of practical guidelines for improving existing and future IBR techniques. Peter Vangorp, Gaurav Chaurasia, Pierre-Yves Laffont, Roland W. Fleming, George Drettakis |
Comput. Graph. Forum | 5 |
| 2011 | Image-guided weathering: A new approach applied to flow phenomenaabstractThe simulation of weathered appearance is essential in the realistic modeling of urban environments. A representative and particularly difficult effect to produce on a large scale is the effect of fluid flow. Changes in appearance due to flow are the result of both the global effect of large-scale shape, and local effects, such as the detailed roughness of a surface. With digital photography and Internet image collections, visual examples of flow effects are readily available. These images, however, mix the appearance of flows with the specific local context. We present a methodology to extract parameters and detail maps from existing imagery in a form that allows new target-specific flow effects to be produced, with natural variations in the effects as they are applied in different locations in a new scene. In this article, we focus on producing a library of parameters and detail maps for generating flow patterns; and this methodology can be used to extend the library with additional image exemplars. To illustrate our methodology, we show a rich collection of patterns applied to urban models. Carles Bosch, Pierre-Yves Laffont, Holly E. Rushmeier, Julie Dorsey, George Drettakis |
ACM Trans. Graph. | 5 |
| 2011 | Filtering solid Gabor noiseabstractSolid noise is a fundamental tool in computer graphics. Surprisingly, no existing noise function supports both high-quality antialiasing and continuity across sharp edges. In this paper we show that a slicing approach is required to preserve continuity across sharp edges, and we present a new noise function that supports anisotropic filtering of sliced solid noise. This is made possible by individually filtering the slices of Gabor kernels, which requires the proper treatment of phase. This in turn leads to the introduction of the phase-augmented Gabor kernel and random-phase Gabor noise, our new noise function. We demonstrate that our new noise function supports both high-quality anti-aliasing and continuity across sharp edges, as well as anisotropy. Ares Lagae, George Drettakis |
ACM Trans. Graph. | 2 |
| 2011 | Relighting Photographs of Tree CanopiesabstractWe present an image-based approach to relighting photographs of tree canopies. Our goal is to minimize capture overhead; thus the only input required is a set of photographs of the tree taken at a single time of day, while allowing relighting at any other time. We first analyze lighting in a tree canopy both theoretically and using simulations. From this analysis, we observe that tree canopy lighting is similar to volumetric illumination. We assume a single-scattering volumetric lighting model for tree canopies, and diffuse leaf reflectance; we validate our assumptions with synthetic renderings. We create a volumetric representation of the tree from 10-12 images taken at a single time of day and use a single-scattering participating media lighting model. An analytical sun and sky illumination model provides consistent representation of lighting for the captured input and unknown target times. We relight the input image by applying a ratio of the target and input time lighting representations. We compute this representation efficiently by simultaneously coding transmittance from the sky and to the eye in spherical harmonics. We validate our method by relighting images of synthetic trees and comparing to path-traced solutions. We also present results for photographs, validating with time-lapse ground truth sequences. Marcio Cabral, Nicolas Bonneel, Sylvain Lefebvre 0001, George Drettakis |
IEEE Trans. Vis. Comput. Graph. | 4 |
| 2010 | Interactive content-aware zooming
Pierre-Yves Laffont, Jong Yun Jun, Christian Wolf 0001, Yu-Wing Tai, Khalid Idrissi, George Drettakis, Sung-Eui Yoon |
Graphics Interface | 6 |
| 2010 | A Dynamic Noise Primitive for Coherent StylizationabstractAbstract We present a new solution for temporal coherence in non‐photorealistic rendering (NPR) of animations. Given the conflicting goals of preserving the 2D aspect of the style and the 3D scene motion, any such solution is a tradeoff. We observe that primitive‐based methods in NPR can be seen as texture‐based methods when using large numbers of primitives, leading to our key insight, namely that this process is similar to sparse convolution noise in procedural texturing. Consequently, we present a new primitive for NPR based on Gabor noise, that preserves the 2D aspect of noise, conveys the 3D motion of the scene, and is temporally continuous. We can thus use standard techniques from procedural texturing to create various styles, which we show for interactive NPR applications. We also present a user study to evaluate this and existing solutions, and to provide more insight in the trade‐off implied by temporal coherence. The results of the study indicate that maintaining coherent motion is important, but also that our new solution provides a good compromise between the 2D aspect of the style and 3D motion. Pierre Bénard, Ares Lagae, Peter Vangorp, Sylvain Lefebvre 0001, George Drettakis, Joëlle Thollot |
Comput. Graph. Forum | 5 |
| 2010 | A Survey of Procedural Noise FunctionsabstractAbstract Procedural noise functions are widely used in computer graphics, from off‐line rendering in movie production to interactive video games. The ability to add complex and intricate details at low memory and authoring cost is one of its main attractions. This survey is motivated by the inherent importance of noise in graphics, the widespread use of noise in industry and the fact that many recent research developments justify the need for an up‐to‐date survey. Our goal is to provide both a valuable entry point into the field of procedural noise functions, as well as a comprehensive view of the field to the informed reader. In this report, we cover procedural noise functions in all their aspects. We outline recent advances in research on this topic, discussing and comparing recent and well‐established methods. We first formally define procedural noise functions based on stochastic processes and then classify and review existing procedural noise functions. We discuss how procedural noise functions are used for modelling and how they are applied to surfaces. We then introduce analysis tools and apply them to evaluate and compare the major approaches to noise generation. We finally identify several directions for future work. Ares Lagae, Sylvain Lefebvre 0001, Robert L. Cook 0001, Tony DeRose, George Drettakis, David S. Ebert, John P. Lewis, Ken Perlin, Matthias Zwicker |
Comput. Graph. Forum | 5 |
| 2010 | Bimodal perception of audio-visual material properties for virtual environmentsabstractHigh-quality rendering of both audio and visual material properties is very important in interactive virtual environments, since convincingly rendered materials increase realism and the sense of immersion. We studied how the level of detail of auditory and visual stimuli interact in the perception of audio-visual material rendering quality. Our study is based on perception of material discrimination, when varying the levels of detail of modal synthesis for sound, and bidirectional reflectance distribution functions for graphics. We performed an experiment for two different models (a Dragon and a Bunny model) and two material types (plastic and gold). The results show a significant interaction between auditory and visual level of detail in the perception of material similarity, when comparing approximate levels of detail to a high-quality audio-visual reference rendering. We show how this result can contribute to significant savings in computation time in an interactive audio-visual rendering system. To our knowledge, this is the first study that shows interaction of audio and graphics representation in a material perception task. Nicolas Bonneel, Clara Suied, Isabelle Viaud-Delmon, George Drettakis |
ACM Trans. Appl. Percept. | 4 |
| 2009 | Efficient and practical audio-visual rendering for games using crossmodal perceptionabstractHAL is a multi-disciplinary open access archive for the deposit and dissemination of sci-entific research documents, whether they are pub-lished or not. The documents may come from teaching and research institutions in France or abroad, or from public or private research centers. L’archive ouverte pluridisciplinaire HAL, est destinée au dépôt et a ̀ la diffusion de documents scientifiques de niveau recherche, publiés ou non, émanant des établissements d’enseignement et de recherche français ou étrangers, des laboratoires publics ou privés. David Grelaud, Nicolas Bonneel, Michael Wimmer 0001, Manuel Asselot, George Drettakis |
SI3D | 5 |
| 2009 | Single Photo Estimation of Hair AppearanceabstractAbstract Significant progress has been made in high‐quality hair rendering, but it remains difficult to choose parameter values that reproduce a given real hair appearance. In particular, for applications such as games where naive users want to create their own avatars, tuning complex parameters is not practical. Our approach analyses a single flash photograph and estimates model parameters that reproduce the visual likeness of the observed hair. The estimated parameters include color absorptions, three reflectance lobe parameters of a multiple‐scattering rendering model, and a geometric noise parameter. We use a novel melanin‐based model to capture the natural subspace of hair absorption parameters. At its core, the method assumes that images of hair with similar color distributions are also similar in appearance. This allows us to recast the issue as an image retrieval problem where the photo is matched with a dataset of rendered images; we thus also match the model parameters used to generate these images. An earth‐mover's distance is used between luminance‐weighted color distributions to gauge similarity. We conduct a perceptual experiment to evaluate this metric in the context of hair appearance and demonstrate the method on 64 photographs, showing that it can achieve a visual likeness for a large variety of input photos. Nicolas Bonneel, Sylvain Paris, Michiel van de Panne, Frédo Durand, George Drettakis |
Comput. Graph. Forum | 5 |
| 2009 | Structure-Preserving Reshape for Textured Architectural ScenesabstractAbstract Modeling large architectural environments is a difficult task due to the intricate nature of these models and the complex dependencies between the structures represented. Moreover, textures are an essential part of architectural models. While the number of geometric primitives is usually relatively low (i.e., many walls are at surfaces), textures actually contain many detailed architectural elements. We present an approach for modeling architectural scenes by reshaping and combining existing textured models, where the manipulation of the geometry and texture are tightly coupled. For geometry, preserving angles such as oor orientation or vertical walls is of key importance. We thus allow the user to interactively modify lengths of edges, while constraining angles. Our texture reshaping solution introduces a measure of directional autosimilarity to focus stretching in areas of stochastic content and to preserve details in such areas. We show results on several challenging models, and show two applications: Building complex road structures from simple initial pieces and creating complex game‐levels from an existing game based on pre‐existing model pieces. Marcio Cabral, Sylvain Lefebvre 0001, Carsten Dachsbacher, George Drettakis |
Comput. Graph. Forum | 4 |
| 2009 | Procedural noise using sparse Gabor convolutionabstractNoise is an essential tool for texturing and modeling. Designing interesting textures with noise calls for accurate spectral control, since noise is best described in terms of spectral content. Texturing requires that noise can be easily mapped to a surface, while high-quality rendering requires anisotropic filtering. A noise function that is procedural and fast to evaluate offers several additional advantages. Unfortunately, no existing noise combines all of these properties. In this paper we introduce a noise based on sparse convolution and the Gabor kernel that enables all of these properties. Our noise offers accurate spectral control with intuitive parameters such as orientation, principal frequency and bandwidth. Our noise supports two-dimensional and solid noise, but we also introduce setup-free surface noise. This is a method for mapping noise onto a surface, complementary to solid noise, that maintains the appearance of the noise pattern along the object and does not require a texture parameterization. Our approach requires only a few bytes of storage, does not use discretely sampled data, and is nonperiodic. It supports anisotropy and anisotropic filtering. We demonstrate our noise using an interactive tool for noise design. Ares Lagae, Sylvain Lefebvre 0001, George Drettakis, Philip Dutré |
ACM Trans. Graph. | 3 |
| 2008 | Audiovisual 3d rendering as a tool for multimodal interfacesabstractIn this talk, we will start with a short overview of 3D audiovisual rendering and its applicability to multimodal interfaces. In recent years, we have seen the generalization of 3D applications, ranging from computer games, which involve a high level of realism, to applications such as SecondLife, in which the visual and auditory quality of the 3D environment leaves much to be desired. In our introduction will attempt to examine the relationship between the audiovisual rendering of the environment and the interface. We will then review some of the audio-visual rendering algorithms we have developed in the last few years. We will discuss four main challenges we have addressed. The first is the development of realistic illumination and shadow algorithms which contribute greatly to the realism of 3D scenes, but could also be important for interfaces. The second involves the application of these illumination algorithms to augmented reality settings. The third concerns the development of perceptually-based techniques, and in particular using audio-visual cross-modal perception. The fourth challenge has been the development of approximate but "plausible", interactive solutions to more advanced rendering effects, both for graphics and audio. On the audio side, our review will include the introduction of clustering, masking and perceptual rendering for 3D spatialized audio and our recently developed solution for the treatment of contact sounds. On the graphics side, our discussion will include a quick overview of our illumination and shadow work, its application to augmented reality, our work on interactive rendering approximations and perceptually driven algorithms. For all these techniques we will discuss their relevance to multimodal interfaces, including our experience in a urban design case-study and attempt to relate them to recent interface research. We will close with a broad reflection on the potential for closer collaboration between 3D audiovisual rendering and multimodal interfaces. George Drettakis |
ICMI | 1 |
| 2008 | Lazy Solid Texture SynthesisabstractAbstract Existing solid texture synthesis algorithms generate a full volume of color content from a set of 2D example images. We introduce a new algorithm with the unique ability to restrict synthesis to a subset of the voxels, while enforcing spatial determinism. This is especially useful when texturing objects, since only a thick layer around the surface needs to be synthesized. A major difficulty lies in reducing the dependency chain of neighborhood matching, so that each voxel only depends on a small number of other voxels. Our key idea is to synthesize a volume from a set of pre‐computed 3D candidates, each being a triple of interleaved 2D neighborhoods. We present an efficient algorithm to carefully select in a pre‐process only those candidates forming consistent triples. This significantly reduces the search space during subsequent synthesis. The result is a new parallel, spatially deterministic solid texture synthesis algorithm which runs efficiently on the GPU. Our approach generates high resolution solid textures on surfaces within seconds. Memory usage and synthesis time only depend on the output textured surface area. The GPU implementation of our method rapidly synthesizes new textures for the surfaces appearing when interactively breaking or cutting objects. Yue Dong 0001, Sylvain Lefebvre 0001, Xin Tong 0001, George Drettakis |
Comput. Graph. Forum | 4 |
| 2008 | Fast modal sounds with scalable frequency-domain synthesisabstractAudio rendering of impact sounds, such as those caused by falling objects or explosion debris, adds realism to interactive 3D audiovisual applications, and can be convincingly achieved using modal sound synthesis. Unfortunately, mode-based computations can become prohibitively expensive when many objects, each with many modes, are impacted simultaneously. We introduce a fast sound synthesis approach, based on short-time Fourier Tranforms, that exploits the inherent sparsity of modal sounds in the frequency domain. For our test scenes, this "fast mode summation" can give speedups of 5--8 times compared to a time-domain solution, with slight degradation in quality. We discuss different reconstruction windows, affecting the quality of impact sound "attacks". Our Fourier-domain processing method allows us to introduce a scalable, real-time, audio processing pipeline for both recorded and modal sounds, with auditory masking and sound source clustering. To avoid abrupt computation peaks, such as during the simultaneous impacts of an explosion, we use crossmodal perception results on audiovisual synchrony to effect temporal scheduling. We also conducted a pilot perceptual user evaluation of our method. Our implementation results show that we can treat complex audiovisual scenes in real time with high quality. Nicolas Bonneel, George Drettakis, Nicolas Tsingos, Isabelle Viaud-Delmon, Doug L. James |
ACM Trans. Graph. | 2 |
| 2007 | An Interactive Perceptual Rendering Pipeline using Contrast and Spatial Masking
George Drettakis, Nicolas Bonneel, Carsten Dachsbacher, Sylvain Lefebvre 0001, Michael Schwarz 0003, Isabelle Viaud-Delmon |
Rendering Techniques | 1 |
| 2007 | Progressive perceptual audio rendering of complex scenesabstractDespite recent advances, including sound source clustering and perceptual auditory masking, high quality rendering of complex virtual scenes with thousands of sound sources remains a challenge. Two major bottlenecks appear as the scene complexity increases: the cost of clustering itself, and the cost of pre-mixing source signals within each cluster. Thomas Moeck, Nicolas Bonneel, Nicolas Tsingos, George Drettakis, Isabelle Viaud-Delmon, David Alloza |
SI3D | 4 |
| 2007 | Implicit visibility and antiradiance for interactive global illuminationabstractWe reformulate the rendering equation to alleviate the need for explicit visibility computation, thus enabling interactive global illumination on graphics hardware. This is achieved by treating visibility implicitly and propagating an additional quantity, called antiradiance , to compensate for light transmitted extraneously. Our new algorithm shifts visibility computation to simple local iterations by maintaining additional directional antiradiance information with samples in the scene. It is easy to parallelize on a GPU. By correctly treating discretization and filtering, we can compute indirect illumination in scenes with dynamic objects much faster than traditional methods. Our results show interactive update of indirect illumination with moving characters and lights. Carsten Dachsbacher, Marc Stamminger, George Drettakis, Frédo Durand |
ACM Trans. Graph. | 3 |
| 2006 | A GPU-driven Algorithm for Accurate Interactive Reflections on Curved Objects
Pau Estalella, Ignacio Martín 0002, George Drettakis, Dani Tost |
Rendering Techniques | 3 |
| 2006 | Approximate ambient occlusion for treesabstractNatural scenes contain large amounts of geometry, such as hundreds of thousands or even millions of tree leaves and grass blades. Subtle lighting effects present in such environments usually include a significant amount of occlusion effects and lighting variation. These effects are important for realistic renderings of such natural environments; however, plausible lighting and full global illumination computation come at prohibitive costs especially for interactive viewing. As a solution to this problem, we present a simple approximation to integrated visibility over a hemisphere (ambient occlusion) that allows interactive rendering of complex and dynamic scenes. Based on a set of simple assumptions, we show that our method allows the rendering of plausible variation in lighting at modest additional computation and little or no precomputation, for complex and dynamic scenes. Kyle Hegeman, Simon Premoze, Michael Ashikhmin, George Drettakis |
SI3D | 4 |
| 2004 | Image-based Techniques for the Creation and Display of Photorealistic Interactive Virtual EnvironmentsabstractIn this paper we introduce an image-based 3D capture process for the creation and display of photorealistic virtual environments (VEs). The resulting VEs aim to realistically recreate existing real-world scenes that can be displayed in a range of immersive VR systems using a high-quality, view-dependent algorithm and further enhanced using advanced vegetation, shadow display algorithms and 3D sound. The scenes, an archaeological site and an urban environment, were chosen according to real-world applications in the areas of urban planning/architecture and cultural heritage education. The users in each case are able to reconstruct or manipulate elements of the VEs according to their needs, as these have been specified through a detailed user requirements survey. Furthermore, a user task analysis and scenario-based approach has been adopted for the design of the virtual prototypes and the evaluation, which is currently underway. This work is being developed in the context of the EU-funded research project CREATE and the first examples of the prototype system in use are described and demonstrated in this paper. George Drettakis, Maria Roussou, Nicolas Tsingos, Alex Reche Martinez, Emmanuel Gallo |
EGVE | 1 |
| 2004 | A User-Centered Approach on Combining Realism and Interactivity in Virtual Environments
Maria Roussou, George Drettakis, Nicolas Tsingos, Alex Reche Martinez, Emmanuel Gallo |
VR | 2 |
| 2004 | A final reconstruction approach for a unified global illumination algorithmabstractIn the past twenty years, many algorithms have been proposed to compute global illumination in synthetic scenes. Typically, such approaches can deal with specific lighting configurations, but often have difficulties with others. In this article, we present a final reconstruction step for a novel unified approach to global illumination that automatically detects different types of light transfer and uses the appropriate method in a closely-integrated manner. With our approach, we can deal with difficult lighting configurations such as indirect nondiffuse illumination. The first step of this algorithm consists in a view-independent solution based on hierarchical radiosity with clustering, integrated with particle tracing. This first pass results in solutions containing directional effects such as caustics, which can be interactively rendered. The second step consists of a view-dependent final reconstruction that uses all existing information to compute higher quality, ray-traced images. Xavier Granier, George Drettakis |
ACM Trans. Graph. | 2 |
| 2004 | Volumetric reconstruction and interactive rendering of trees from photographsabstractReconstructing and rendering trees is a challenging problem due to the geometric complexity involved, and the inherent difficulties of capture. In this paper we propose a volumetric approach to capture and render trees with relatively sparse foliage. Photographs of such trees typically have single pixels containing the blended projection of numerous leaves/branches and background. We show how we estimate opacity values on a recursive grid, based on alphamattes extracted from a small number of calibrated photographs of a tree. This data structure is then used to render billboards attached to the centers of the grid cells. Each billboard is assigned a set of view-dependent textures corresponding to each input view. These textures are generated by approximating coverage masks based on opacity and depth from the camera. Rendering is performed using a view-dependent texturing algorithm. The resulting volumetric tree structure has low polygon count, permitting interactive rendering of realistic 3D trees. We illustrate the implementation of our system on several different real trees, and show that we can insert the resulting model in virtual scenes. Alex Reche Martinez, Ignacio Martín 0002, George Drettakis |
ACM Trans. Graph. | 3 |
| 2004 | Perceptual audio rendering of complex virtual environmentsabstractWe propose a real-time 3D audio rendering pipeline for complex virtual scenes containing hundreds of moving sound sources. The approach, based on auditory culling and spatial level-of-detail, can handle more than ten times the number of sources commonly available on consumer 3D audio hardware, with minimal decrease in audio quality. The method performs well for both indoor and outdoor environments. It leverages the limited capabilities of audio hardware for many applications, including interactive architectural acoustics simulations and automatic 3D voice management for video games.Our approach dynamically eliminates inaudible sources and groups the remaining audible sources into a budget number of clusters. Each cluster is represented by one impostor sound source, positioned using perceptual criteria. Spatial audio processing is then performed only on the impostor sound sources rather than on every original source thus greatly reducing the computational cost.A pilot validation study shows that degradation in audio quality, as well as localization impairment, are limited and do not seem to vary significantly with the cluster budget. We conclude that our real-time perceptual audio rendering pipeline can generate spatialized audio for complex auditory environments without introducing disturbing changes in the resulting perceived soundfield. Nicolas Tsingos, Emmanuel Gallo, George Drettakis |
ACM Trans. Graph. | 3 |
| 2003 | Interactive Point-based Modeling of Complex Objects from Images
Pierre Poulin, Marc Stamminger, François Duranleau, Marie-Claude Frasson, George Drettakis |
Graphics Interface | 5 |
| 2003 | The CREATE Project: Mixed Reality for Design, Education, and Cultural Heritage with a Constructivist ApproachabstractThe global scope of the CREATE project is to develop a mixed-reality framework that enables highly interactive real-time construction and manipulation of photo-realistic, virtual worlds based on real data sources. This framework will be tested and applied to cultural heritage content in an educational context, as well as to the design and review of architectural/urban planning settings. The evaluation of the project is based on a human-centered, constructivist approach to working and learning, with special attention paid to the evaluation of the resulting mixed reality experience. Through this approach, participants in an activity "construct" their own knowledge by testing ideas and concepts based on their prior knowledge and experience, applying these to a new situation, and integrating the new knowledge gained with pre-existing intellectual constructs. CREATE project uses a high degree of interactivity, and includes provision for other senses (haptics and sound). The application developed in CREATE are designed to run on different platforms, and the targeted running systems are SGI and PC driven, with immersive stereo-displays such as a workbench, a ReaCTor (CAVE-like environment), and a wide projection screen. Céline Loscos, Hila Ritter Widenfeld, Maria Roussou, Alexandre Meyer, Franco Tecchia, George Drettakis, Emmanuel Gallo, Alex Reche Martinez, Nicolas Tsingos, Yiorgos Chrysanthou, Luc Robert, Massimo Bergamasco, Andrea Dettori, Souheil Soubra |
ISMAR | 6 |
| 2003 | View-Dependent Layered Projective Texture MapsabstractCapturing and rendering of real scenes in an immersive virtual environment is still a challenging task. We present a novel workflow, using high-quality, view-dependent projective texturing at low texture memory cost, while reinforcing artist's control over image quality. Photographs of a real scene are first used to create a 3D model with standard tools. Our method automatically orders geometry into optimized visibility layers for each photograph. These layers are subsequently used to create standard 2D image-editing layers, enabling artists to fill in missing texture using standard techniques such as clone brushing. The result of this preprocess is used by our novel layered projective texture rendering algorithm, which has low texture memory consumption, high interactive image quality and avoids the need for subdividing geometry for visibility. We show results of our implementation on a real-world project. Alex Reche Martinez, George Drettakis |
PG | 2 |
| 2002 | The Simulation of Paint Cracking and Peeling
Eric Paquette, Pierre Poulin, George Drettakis |
Graphics Interface | 3 |
| 2002 | Interactive Visualization of Complex Plant EcosystemsabstractWe present a method for interactive rendering of large outdoor scenes. Complex polygonal plant models and whole plant populations are represented by relatively small sets of point and line primitives. This enables us to show landscapes faithfully using only a limited percentage of primitives. In addition, a hierarchical data structure allows us to smoothly reduce the geometrical representation to any desired number of primitives. The scene is hierarchically divided into local portions of geometry to achieve large reduction factors for distant regions. Additionally, the data reduction is adapted to the visual importance of geometric objects. This allows us to maintain the visual fidelity of the representation while reducing most of the geometry drastically. With our system, we are able to interactively render very complex landscapes with good visual quality. Oliver Deussen, Carsten Colditz, Marc Stamminger, George Drettakis |
IEEE Visualization | 4 |
| 2002 | Robust epsilon visibilityabstractAnalytic visibility algorithms, for example methods which compute a subdivided mesh to represent shadows, are notoriously unrobust and hard to use in practice. We present a new method based on a generalized definition of extremal stabbing lines, which are the extremities of shadow boundaries. We treat scenes containing multiple edges or vertices in degenerate configurations, (e.g., collinear or coplanar). We introduce a robust ε method to determine whether each generalized extremal stabbing line is blocked, or is touched by these scene elements, and thus added to the line's generators. We develop robust blocker predicates for polygons which are smaller than ε. For larger ε values, small shadow features merge and eventually disappear. We can thus robustly connect generalized extremal stabbing lines in degenerate scenes to form shadow boundaries. We show that our approach is consistent, and that shadow boundary connectivity is preserved when features merge. We have implemented our algorithm, and show that we can robustly compute analytic shadow boundaries to the precision of our chosen ε threshold for non-trivial models, containing numerous degeneracies. Florent Duguet, George Drettakis |
ACM Trans. Graph. | 2 |
| 2002 | The 3D visibility complexabstractVisibility problems are central to many computer graphics applications. The most common examples include hidden-part removal for view computation, shadow boundaries, mutual visibility of objects for lighting simulation. In this paper, we present a theoretical study of 3D visibility properties for scenes of smooth convex objects. We work in the space of light rays, or more precisely, ofmaximal free segments. We group segments that "see" the same object; this defines the3D visibility complex. The boundaries of these groups of segments correspond to thevisual eventsof the scene (limits of shadows, disappearance of an object when the viewpoint is moved, etc.). We provide a worst case analysis of the complexity of the visibility complex of 3D scenes, as well as a probabilistic study under a simple assumption for "normal" scenes. We extend the visibility complex to handle temporal visibility. We give an output-sensitive construction algorithm and present applications of our approach. Frédo Durand, George Drettakis, Claude Puech |
ACM Trans. Graph. | 2 |
| 2002 | Perspective shadow mapsabstractShadow maps are probably the most widely used means for the generation of shadows, despite their well known aliasing problems. In this paper we introduce perspective shadow maps, which are generated in normalized device coordinate space, i.e., after perspective transformation. This results in important reduction of shadow map aliasing with almost no overhead. We correctly treat light source transformations and show how to include all objects which cast shadows in the transformed space. Perspective shadow maps can directly replace standard shadow maps for interactive hardware accelerated rendering as well as in high-quality, offline renderers. Marc Stamminger, George Drettakis |
ACM Trans. Graph. | 2 |
| 2001 | Surface Aging by Impacts
Eric Paquette, Pierre Poulin, George Drettakis |
Graphics Interface | 3 |
| 2001 | Drawing for Illustration and Annotation in 3DabstractWe present a system for sketching in 3D, which strives to preserve the degree of expression, imagination, and simplicity of use achieved by 2D drawing. Our system directly uses user-drawn strokes to infer the sketches representing the same scene from different viewpoints, rather than attempting to reconstruct a 3D model. This is achieved by interpreting strokes as indications of a local surface silhouette or contour. Strokes thus deform and disappear progressively as we move away from the original viewpoint. They may be occluded by objects indicated by other strokes, or, in contrast, be drawn above such objects. The user draws on a plane which can be positioned explicitly or relative to other objects or strokes in the sketch. Our system is interactive, since we use fast algorithms and graphics hardware for rendering. We present applications to education, design, architecture and fashion, where 3D sketches can be used alone or as an annotation of an existing 3D model. David Bourguignon, Marie-Paule Cani, George Drettakis |
Comput. Graph. Forum | 3 |
| 2001 | Incremental Updates for Rapid Glossy Global IlluminationabstractWe present an integrated global illumination algorithm including non-diffuse light transport which can handle complex scenes and enables rapid incremental updates. We build on a unified algorithm which uses hierarchical radiosity with clustering and particle tracing for diffuse and non-diffuse transport respectively. We present a new algorithm which chooses between reconstructing specular effects such as caustics on the diffuse radiosity mesh, or special purpose caustic textures, when high frequencies are present. Algorithms are presented to choose the resolution of these textures and to reconstruct the high-frequency non-diffuse lighting effects. We use a dynamic spatial data structure to restrict the number of particles re-emitted during the local modifications of the scene. By combining this incremental particle trace with a line-space hierarchy for incremental update of diffuse illumination, we can locally modify complex scenes rapidly. We also develop an algorithm which, by permitting slight quality degradation during motion, achieves quasi-interactive updates. We present an implementation of our new method and its application to indoors and outdoors scenes. Xavier Granier, George Drettakis |
Comput. Graph. Forum | 2 |
| 2000 | Conservative visibility preprocessing using extended projectionsabstractVisualization of very complex scenes can be significantly accelerated using occlusion culling. In this paper we present a visibility preprocessing method which efficiently computes potentially visible geometry for volumetric viewing cells. We introduce novel extended projection operators, which permits efficient and conservative occlusion culling with respect to all viewpoints within a cell, and takes into account the combined occlusion effect of multiple occluders. We use extended projection of occluders onto a set of projection planes to create extended occlusion maps; we show how to efficiently test occludees against these occlusion maps to determine occlusion with respect to the entire cell. We also present an improved projection operator for certain specific but important configurations. An important advantage of our approach is that we can re-project extended projections onto a series of projection planes (via an occlusion sweep), and accumulate occlusion information from multiple blockers. This new approach allows the creation of effective occlusion maps for previously hard-to-treat scenes such as leaves of trees in a forest. Graphics hardware is used to accelerate both the extended projection and reprojection operations. We present a complete implementation demonstrating significant speedup with respect to view-frustum culling only, without the computational overhead of on-line occlusion culling. Frédo Durand, George Drettakis, Joëlle Thollot, Claude Puech |
SIGGRAPH | 2 |
| 2000 | Efficient Glossy Global Illumination with Interactive ViewingabstractThe ability to perform interactive walkthroughs of global illumination solutions including glossy effects is a challenging open problem. In this paper we overcome certain limitations of previous approaches. We first introduce a novel, memory‐ and compute‐efficient representation of incoming illumination, in the context of a hierarchical radiance clustering algorithm. We then represent outgoing radiance with an adaptive hierarchical basis, in a manner suitable for interactive display. Using appropriate refinement and display strategies, we achieve walkthroughs of glossy solutions at interactive rates for non‐trivial scenes. In addition, our implementation has been developed to be portable and easily adaptable as an extension to existing, diffuse‐only, hierarchical radiosity systems. We present results of the implementation of glossy global illumination in two independent global illumination systems. Marc Stamminger, Annette Scheel, Xavier Granier, Frederic Perez-Cazorla, George Drettakis, François X. Sillion |
Comput. Graph. Forum | 5 |
| 2000 | Interactive Virtual Relighting of Real ScenesabstractComputer augmented reality (CAR) is a rapidly emerging field which enables users to mix real and virtual worlds. Our goal is to provide interactive tools to perform common illumination, i.e., light interactions between real and virtual objects, including shadows and relighting (real and virtual light source modification). In particular, we concentrate on virtually modifying real light source intensities and inserting virtual lights and objects into a real scene; such changes can be very useful for virtual lighting design and prototyping. To achieve this, we present a three-step method. We first reconstruct a simplified representation of real scene geometry using semiautomatic vision-based techniques. With the simplified geometry, and by adapting recent hierarchical radiosity algorithms, we construct an approximation of real scene light exchanges. We next perform a preprocessing step, based on the radiosity system, to create unoccluded illumination textures. These replace the original scene textures which contained real light effects such as shadows from real lights. This texture is then modulated by a ratio of the radiosity (which can be changed) over a display factor which corresponds to the radiosity for which occlusion has been ignored. Since our goal is to achieve a convincing relighting effect, rather than an accurate solution, we present a heuristic correction process which results in visually plausible renderings. Finally, we perform an interactive process to compute new illumination with modified real and virtual light intensities. Céline Loscos, George Drettakis, Luc Robert |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 1999 | Controlling Memory Consumption of Hierarchical Radiosity With Clustering
Xavier Granier, George Drettakis |
Graphics Interface | 2 |
| 1999 | Efficient Glossy Global Illumination With Interactive Viewing
Marc Stamminger, Annette Scheel, Xavier Granier, Frederic Perez-Cazorla, George Drettakis, François X. Sillion |
Graphics Interface | 5 |
| 1999 | A Practical Analysis of Clustering Strategies for Hierarchical RadiosityabstractThe calculation of radiant energy balance in complex scenes has been made possible by hierarchical radiosity methods based on clustering mechanisms. Although clustering offers an elegant theoretical solution by reducing the asymptotic complexity of the algorithm, its practical use raises many difficulties, and may result in image artifacts or unexpected behavior. This paper proposes a detailed analysis of the expectations placed on clustering and compares the relative merits of existing, as well as newly introduced, clustering algorithms. This comparison starts from the precise definition of various clustering strategies based on a taxonomy of data structures and construction algorithms, and proceeds to an experimental study of the clustering behavior for real‐world scenes. Interestingly, we observe that for some scenes light is difficult to simulate even with clustering. Our results lead to a series of observations characterizing the adequacy of clustering methods for meeting such diverse goals as progressive solution improvement, efficient ray casting acceleration, and faithful representation of object density for approximate visibility calculations. Jean-Marc Hasenfratz, Cyrille Damez, François X. Sillion, George Drettakis |
Comput. Graph. Forum | 4 |
| 1999 | Fast and accurate hierarchical radiosity using global visibilityabstractRecent hierarchical global illumination algorithms permit the generation of images with a high degree of realism. Nonetheless, appropriate refinement of light transfers, high quality meshing, and accurate visibility calculation can be challenging tasks. This is particularly true for scenes containing multiple light sources and scenes lit mainly by indirect light. We present solutions to these problems by extending a global visibility data structure, the Visibility Skeleton. This extension allows us to calculate exact point-to-polygon form-factors at vertices created by subdivision. The structures also provides visibility information for all light interactions, allowing intelligent refinement strategies. High-quality meshing is effected based on a perceptualy based ranking strategy which results in appropriate insertions of discontinuity curves into the meshes representing illumination. We introduce a hierarchy of triangulations that allows the generation of a hierarchical radiosity solution using accurate visibility and meshing. Results of our implementation show that our new algorithm produces high quality view-independent lighting solutions for direct illumination, for scenes with multiple lights and also scenes lit mainly by indirect illumination. Frédo Durand, George Drettakis, Claude Puech |
ACM Trans. Graph. | 2 |
| 1998 | A Light Hierarchy for Fast Rendering of Scenes with Many LightsabstractWe 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. Forum | 3 |
| 1997 | 3D Visibility Made Visibly Simple: An Introduction to the Visibility SkeletonabstractNo abstract available. Frédo Durand, George Drettakis, Claude Puech |
SCG | 2 |
| 1997 | Interactive update of global illumination using a line-space hierarchyabstractInteractively manipulating the geometry of complex, globally illuminated scenes has to date proven an elusive goal. Previous attempts have failed to provide interactive updates of global illumination and have not been able to offer well-adapted algorithms controlling the frame rate. The need for such interactive updates of global illumination is becoming increasingly important as the field of application of radiosity algorithms widens. To address this need, we present a novel algorithm which provides interactive update rates of global illumination for complex scenes with moving objects. In the context of clustering for hierarchical radiosity, we introduce the idea of an implicit line-space hierarchy. This hierarchy is realized by augmenting the links between hierarchical elements (clusters or surfaces) with shafts, representing the set of lines passing through the two linked elements. We show how line-space traversal allows rapid identification of modified links, and simultaneous clean... George Drettakis, François X. Sillion |
SIGGRAPH | 1 |
| 1997 | The visibility skeleton: a powerful and efficient multi-purpose global visibility toolabstractMany problems in computer graphics and computer vision require accurate global visibility information.Previous approaches have typically been complicated to implement and numerically unstable, and often too expensive in storage or computation.The Visibility Skeleton is a new powerful utility which can efficiently and accurately answer visibility queries for the entire scene.The Visibility Skeleton is a multi-purpose tool, which can solve numerous different problems.A simple construction algorithm is presented which only requires the use of well known computer graphics algorithmic components such as ray-casting and line/plane intersections.We provide an exhaustive catalogue of visual events which completely encode all possible visibility changes of a polygonal scene into a graph structure.The nodes of the graph are extremal stabbing lines, and the arcs are critical line swaths.Our implementation demonstrates the construction of the Visibility Skeleton for scenes of over a thousand polygons.We also show its use to compute exact visible boundaries of a vertex with respect to any polygon in the scene, the computation of global or on-the-fly discontinuity meshes by considering any scene polygon as a source, as well as the extraction of the exact blocker list between any polygon pair.The algorithm is shown to be manageable for the scenes tested, both in storage and in computation time.To address the potential complexity problems for large scenes, on-demand or lazy contruction is presented, its implementation showing encouraging first results. Frédo Durand, George Drettakis, Claude Puech |
SIGGRAPH | 2 |
| 1997 | Interactive High-Quality Soft Shadows in Scenes with Moving ObjectsabstractInteractive rendering of soft shadows (or penumbra) in scenes with moving objects is a challenging problem. High quality walkthrough rendering of static scenes with penumbra can be achieved using pre‐calculated discontinuity meshes, which provide a triangulation well adapted to penumbral boundaries, and backprojections which provide exact illumination computation at vertices very efficiently. However, recomputation of the complete mesh and back‐projection structures at each frame is prohibitively expensive in environments with changing geometry. This recomputation would in any case be wasteful: only a limited part of these structures actually needs to be recalculated. We present a novel algorithm which uses spatial coherence of movement as well as the rich visibility information existing in the discontinuity mesh to avoid unnecessary recomputation after object motion. In particular we isolate all modifications required for the update of the discontinuity mesh by using an augmented spatial subdivision structure and we restrict intersections of discontinuity surfaces with the scene. In addition, we develop an algorithm which identifies visibility changes by exploiting information contained in the planar discontinuity mesh of each scene polygon, obviating the need for many expensive searches in 3D space. A full implementation of the algorithm is presented, which allows interactive updates of high‐quality soft shadows for scenes of moderate complexity. The algorithm can also be directly applied to global illumination. Céline Loscos, George Drettakis |
Comput. Graph. Forum | 2 |
| 1997 | Efficient Impostor Manipulationfor Real-Time Visualization of Urban SceneryabstractUrban environments present unique challenges to interactive visualization systems, because of the huge complexity of the geometrical data and the widely varying visibility conditions. This paper introduces a new framework for real‐time visualisation of such urban scenes. The central concept is that of a dynamic segmentation of the dataset, into a local three‐dimensional model and a set of impostors used to represent distant scenery. A segmentation model is presented, based on inherent urban structure. A new impostor structure is introduced, derived from the level‐of‐detail approach. Impostors combine three‐dimensional geometry to correctly model large depth discontinuities and parallax, and textures to rapidly display visual detail. We present the algorithms necessary for the creation of accurate and efficient three‐dimensional impostors. The implementation of our algorithms allows interactive navigation in complex urban databases, as required by many applications. François X. Sillion, George Drettakis, B. Bodelet |
Comput. Graph. Forum | 2 |
| 1996 | Structured Penumbral Irradiance ComputationabstractA definitive understanding of irradiance behavior in penumbral regions has been hard to come by, mainly due to the computational expense of determining the visible parts of an area light source. Consequently, sampling strategies have been mostly ad hoc, and evaluation of the resulting approximations has been difficult. In this paper, the structure of penumbral irradiance is investigated empirically and numerically. This study has been made feasible by the use of the discontinuity mesh and the backprojection, an efficient data structure representing visibility in regions of partial occlusion. Regions of penumbrae in which irradiance varies nonmonotonically are characterized empirically, and numerical tests are performed to determine the frequency of their occurrence. This study inspired the development of two algorithms for the construction of interpolating approximations to irradiance: one algorithm reduces the number of edges in the mesh defining the interpolant domain; and the other algorithm chooses among linear, quadratic, and mixed interpolants based on irradiance monotonicity. Results from numerical tests and images are presented that demonstrate good performance of the new algorithms for various realistic test configurations. George Drettakis, Eugene Fiume |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 1995 | Feature-based control of visibility error: a multi-resolution clustering algorithm for global illuminationabstractArticle Feature-based control of visibility error: a multi-resolution clustering algorithm for global illumination Share on Authors: Fraņois Sillion CNRS, iMAGIS, B.P. 53, 38041 Grenoble Cedex 9, France CNRS, iMAGIS, B.P. 53, 38041 Grenoble Cedex 9, FranceView Profile , George Drettakis ERCIM-INRIA, iMAGIS, B.P. 53, 38041 Grenoble Cedex 9, France ERCIM-INRIA, iMAGIS, B.P. 53, 38041 Grenoble Cedex 9, FranceView Profile Authors Info & Claims SIGGRAPH '95: Proceedings of the 22nd annual conference on Computer graphics and interactive techniquesSeptember 1995 Pages 145–152https://doi.org/10.1145/218380.218434Online:15 September 1995Publication History 30citation420DownloadsMetricsTotal Citations30Total Downloads420Last 12 Months1Last 6 weeks0 Get Citation AlertsNew Citation Alert added!This alert has been successfully added and will be sent to:You will be notified whenever a record that you have chosen has been cited.To manage your alert preferences, click on the button below.Manage my AlertsNew Citation Alert!Please log in to your account Save to BinderSave to BinderCreate a New BinderNameCancelCreateExport CitationPublisher SiteGet Access François X. Sillion, George Drettakis |
SIGGRAPH | 2 |
| 1995 | Filtering, Clustering and Hierarchy Construction: a New Solution for Ray-Tracing Complex ScenesabstractAbstract Data structures that handle very complex scenes (hundreds of thousands of objects) have in the past either been laboriously built by hand, or have required the determination of unintuitive parameter values by the user. It is often the case that an incorrect choice of these parameters can result in greedy memory requirements or severely degraded performance. As a remedy to this problem we propose a new data structure which is fully automatic since it does not require the user to determine any input parameters. The structure is built by first filtering the input objects by size, subsequently applying a clustering step to objects of the same size and finally building a hierarchy of uniform grids . We then show that this data structure can be efficiently constructed. The implementation of the shows that the new structure is stable since it's memory requirements grow linearly with the size of the scene, and that it presents a satisfactory compromise between memory usage and computational efficiency. A detailed comparison with previous data structures is also presented in the results. Frédéric Cazals, George Drettakis, Claude Puech |
Comput. Graph. Forum | 2 |
| 1994 | A fast shadow algorithm for area light sources using backprojectionabstractThe fast identification of shadow regions due to area light sources is necessary for realistic rendering and for discontinuity meshing for global illumination. A new shadow-determination algorithm is presented that uses a data structure, called a backprojection, to represent the visible portion of a light source from any point in the scene. A complete discontinuity meshing algorithm is described for polyhedral scenes and area light sources, which includes an important class of light/geometry interactions that have not been implemented before. A fast incremental algorithm for computing backprojections is also described. The use of spatial subdivision, and heuristics based on computed statistics of typical scenes, results in efficient mesh and backprojection computation. Results of the implementation show that the use of the backprojection and discontinuity meshing permits accelerated high-quality rendering of shadows using both ray-casting and polygon-rendering with interpolants. George Drettakis, Eugene Fiume |
SIGGRAPH | 1 |
| 1993 | Accurate and Consistent Reconstruction of Illumination Functions Using Structured SamplingabstractAbstract The study of common classes of diffuse emitters, such as planar convex polygons, reveals several interesting properties of the functions of illumination these emitters cast on receiver surfaces. Some properties, such as the position of the maximum and the curvature are of particular interest for sampling and reconstruction of illumination across receivers. A computationally efficient approach is presented that identifies these properties, and uses them to select samples of illurnination. In addition these properties are used to determine upper bounds on the error due to linear and quadratic interpolants. These bounds are then used to adaptively subdivide the non‐uniform sampling grid, resulting in accurate reconstruction. Results show that the method reduces the error compared to uniform approaches, and produces more consistent animated sequences. George Drettakis, Eugene Fiume |
Comput. Graph. Forum | 1 |
| 1990 | Tightly-Coupled Multiprocessing for a Global Illumination AlgorithmabstractA prevailing trend in computer graphics is the demand for increasingly realistic global illumination models and algorithms. Despite the fact that the computational power of uniprocessors is increasing, it is clear that much greater computational power is required to achieve satisfactory throughput. The obvious next step is to employ parallel processing. The advent of affordable, tightly-coupled multiprocessors makes such an approach widely available for the first time. We propose a tightly-coupled parallel decomposition of FIAT, a global illumination algorithm, based on space subdivision and power balancing, that we have recently developed. This algorithm is somewhat ambitious, and severely strains existing uniprocessor environments. We discuss techniques for reducing memory contention and maximising parallelism. We also present empirical data on the actual performance of our parallel solution. Since the model of parallel computation that we have employed is likely to persist for quite some time, our techniques are applicable to other algorithms based on space subdivision. George Drettakis, Eugene Fiume, Alain Fournier |
Eurographics | 1 |