EDBT 2026 Demo / reviewers in the wild / expert
Adrien Bousseau
dblp:69/5701
· DBLP profile ↗
60ranked-venue papers
6as first author
19since 2021 · last 2026
0000-0002-8003-9575ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 55 · 5 first-author · 17 since 2021Human-computer interaction and ubiquitous computing · 8 · 1 first-author · 4 since 2021Artificial intelligence and machine learning · 3 · 1 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | DancingBox: A Lightweight MoCap System for Character Animation from Physical ProxiesabstractCreating compelling 3D character animations typically requires either expert use of professional software or expensive motion capture systems operated by skilled actors. We present DancingBox, a lightweight, vision-based system that makes motion capture accessible to novices by reimagining the process as digital puppetry. Instead of tracking precise human motions, DancingBox captures the approximate movements of everyday objects manipulated by users with a single webcam. These coarse proxy motions are then refined into realistic character animations by conditioning a generative motion model on bounding-box representations, enriched with human motion priors learned from large-scale datasets. To overcome the lack of paired proxy–animation data, we synthesize training pairs by converting existing motion capture sequences into proxy representations. A user study demonstrates that DancingBox enables intuitive and creative character animation using diverse proxies, from plush toys to bananas, lowering the barrier to entry for novice animators. Haocheng Yuan, Adrien Bousseau, Hao Pan 0001, Changjian Li 0001 |
CHI | 2 |
| 2026 | CADrawer: Autoregressive CAD Generation from 3D SketchesabstractAbstract In professional design workflows, designers often begin by creating sketch drawings before converting them into CAD programs. However, prior work on automatically interpreting these sketches has been limited to simplified inputs and fails to account for construction lines that are ubiquitous in real‐world drawings. We present CADrawer, a system that translates 3D sketches into CAD programs using an autoregressive approach, leveraging construction lines as a rich source of information for recovering intermediate CAD operations. At each step, CADrawer predicts the next modeling operation and its parameters based on a graph‐based representation of the sketch, which explicitly encodes spatial and temporal relationships between strokes. To improve generation quality, the system maintains multiple candidate programs in parallel, and a learned value function evaluates these partial programs to guide the search toward the most promising candidates. CADrawer is designed as a complement to 3D sketching interfaces, building on existing methods that creates 3D sketches. We evaluate our method across several datasets, including those containing dense construction lines and cases without ground‐truth B‐rep shapes. (see https://www.acm.org/publications/class‐2012 ) Gilda Manfredi, Henro Kriel, Chengye Hao, Xianghao Xu, Adrien Bousseau, Daniel Ritchie 0001 |
Comput. Graph. Forum | 6 |
| 2025 | Sketch2Data: Recovering data from hand-drawn infographics
Anran Qi, Theophanis Tsandilas, Ariel Shamir, Adrien Bousseau |
Comput. Graph. | 4 |
| 2025 | Shape Approximation by Surface ReuseabstractAbstract The manufacturing industry faces an urgent need to transition from the linear “make‐take‐use‐dispose” production model towards more sustainable circular models that retain resources in the production chain. Motivated by this need, we introduce the new problem of approximating 3D surfaces by reusing panels from other surfaces. We present an algorithm that takes as input one or several existing shapes and relies on partial shape registration to identify a small set of simple panels that, once cut from the existing shapes and transformed rigidly, approximate a target shape within a user‐defined distance threshold. As a proof of concept, we demonstrate our algorithm in the context of rapid prototyping, where we harvest curved panels from plastic bottles and assemble them with custom connectors to fabricate medium‐size freeform structures. Berend Baas, David Bommes, Adrien Bousseau |
Comput. Graph. Forum | 3 |
| 2024 | CADTalk: An Algorithm and Benchmark for Semantic Commenting of CAD ProgramsabstractCAD programs are a popular way to compactly encode shapes as a sequence of operations that are easy to para-metrically modify. However, without sufficient semantic comments and structure, such programs can be challenging to understand, let alone modify. We introduce the problem of semantic commenting CAD programs, wherein the goal is to segment the input program into code blocks corresponding to semantically meaningful shape parts and assign a semantic label to each block. We solve the problem by combining program parsing with visual-semantic analysis afforded by recent advances in foundational language and vision models. Specifically, by executing the input programs, we create shapes, which we use to generate conditional photorealistic images to make use of semantic annotators for such images. We then distill the information across the images and link back to the original programs to semantically comment on them. Additionally, we collected and annotated a benchmark dataset, CADTalk, consisting of 5,288 machine-made programs and 45 human-made programs with ground truth semantic comments. We exten-sively evaluated our approach, compared it to a GPT-based baseline, and an open-set shape segmentation baseline, and reported an 83.24% accuracy on the new CADTalk dataset. Code and data: https://enigma-li.github.io/CADTalk/. Haocheng Yuan, Jing Xu 0029, Hao Pan 0001, Adrien Bousseau, Niloy J. Mitra, Changjian Li 0001 |
CVPR | 4 |
| 2024 | STIVi: Turning Perspective Sketching Videos into Interactive TutorialsabstractFor design and art enthusiasts who seek to enhance their skills through instructional videos, following drawing instructions while practicing can be challenging. STIVi presents perspective drawing demonstrations and commentary of prerecorded instructional videos as interactive drawing tutorials that students can navigate and explore at their own pace. Our approach involves a semi-automatic pipeline to assist instructors in creating STIVi content by extracting pen strokes from video frames and aligning them with the accompanying audio commentary. Thanks to this structured data, students can navigate through transcript and in-video drawing, refer to provided highlights in both modalities to guide their navigation, and explore variations of the drawing demonstration to understand fundamental principles. Capucine Nghiem, Adrien Bousseau, Mark Sypesteyn, Jan Willem Hoftijzer, Maneesh Agrawala, Theophanis Tsandilas |
Graphics Interface | 2 |
| 2024 | DiffCSG: Differentiable CSG via RasterizationabstractDifferentiable rendering is a key ingredient for inverse rendering and machine learning, as it allows to optimize scene parameters (shape, materials, lighting) to best fit target images. Differentiable rendering requires that each scene parameter relates to pixel values through differentiable operations. While 3D mesh rendering algorithms have been implemented in a differentiable way, these algorithms do not directly extend to Constructive-Solid-Geometry (CSG), a popular parametric representation of shapes, because the underlying boolean operations are typically performed with complex black-box mesh-processing libraries. We present an algorithm, DiffCSG, to render CSG models in a differentiable manner. Our algorithm builds upon CSG rasterization, which displays the result of boolean operations between primitives without explicitly computing the resulting mesh and, as such, bypasses black-box mesh processing. We describe how to implement CSG rasterization within a differentiable rendering pipeline, taking special care to apply antialiasing along primitive intersections to obtain gradients in such critical areas. Our algorithm is simple and fast, can be easily incorporated into modern machine learning setups, and enables a range of applications for computer-aided design, including direct and image-based editing of CSG primitives. Code and data: https://yyyyyhc.github.io/DiffCSG/. Haocheng Yuan, Adrien Bousseau, Hao Pan 0001, Quancheng Zhang, Niloy J. Mitra, Changjian Li 0001 |
SIGGRAPH Asia | 2 |
| 2024 | Single-Image SVBRDF Estimation with Learned Gradient DescentabstractAbstract Recovering spatially‐varying materials from a single photograph of a surface is inherently ill‐posed, making the direct application of a gradient descent on the reflectance parameters prone to poor minima. Recent methods leverage deep learning either by directly regressing reflectance parameters using feed‐forward neural networks or by learning a latent space of SVBRDFs using encoder‐decoder or generative adversarial networks followed by a gradient‐based optimization in latent space. The former is fast but does not account for the likelihood of the prediction, i.e., how well the resulting reflectance explains the input image. The latter provides a strong prior on the space of spatially‐varying materials, but this prior can hinder the reconstruction of images that are too different from the training data. Our method combines the strengths of both approaches. We optimize reflectance parameters to best reconstruct the input image using a recurrent neural network, which iteratively predicts how to update the reflectance parameters given the gradient of the reconstruction likelihood. By combining a learned prior with a likelihood measure, our approach provides a maximum a posteriori estimate of the SVBRDF. Our evaluation shows that this learned gradient‐descent method achieves state‐of‐the‐art performance for SVBRDF estimation on synthetic and real images. Xuejiao Luo, Leonardo Scandolo, Adrien Bousseau, Elmar Eisemann |
Comput. Graph. Forum | 3 |
| 2024 | 3D-Layers: Bringing Layer-Based Color Editing to VR PaintingabstractThe ability to represent artworks as stacks of layers is fundamental to modern graphics design, as it allows artists to easily separate visual elements, edit them in isolation, and blend them to achieve rich visual effects. Despite their ubiquity in 2D painting software, layers have not yet made their way to VR painting, where users paint strokes directly in 3D space by gesturing a 6-degrees-of-freedom controller. But while the concept of a stack of 2D layers was inspired by real-world layers in cell animation, what should 3D layers be? We propose to define 3D-Layers as groups of 3D strokes, and we distinguish the ones that represent 3D geometry from the ones that represent color modifications of the geometry. We call the former substrate layers and the latter appearance layers. Strokes in appearance layers modify the color of the substrate strokes they intersect. Thanks to this distinction, artists can define sequences of color modifications as stacks of appearance layers, and edit each layer independently to finely control the final color of the substrate. We have integrated 3D-Layers into a VR painting application and we evaluate its flexibility and expressiveness by conducting a usability study with experienced VR artists. Emilie Yu, Fanny Chevalier, Karan Singh 0004, Adrien Bousseau |
ACM Trans. Graph. | 4 |
| 2023 | Interactive design of 2D car profiles with aerodynamic feedbackabstractAbstract The design of car shapes requires a delicate balance between aesthetic and performance. While fluid simulation provides the means to evaluate the aerodynamic performance of a given shape, its computational cost hinders its usage during the early explorative phases of design, when aesthetic is decided upon. We present an interactive system to assist designers in creating aerodynamic car profiles. Our system relies on a neural surrogate model to predict fluid flow around car shapes, providing fluid visualization and shape optimization feedback to designers as soon as they sketch a car profile. Compared to prior work that focused on time‐averaged fluid flows, we describe how to train our model on instantaneous, synchronized observations extracted from multiple pre‐computed simulations, such that we can visualize and optimize for dynamic flow features, such as vortices. Furthermore, we architectured our model to support gradient‐based shape optimization within a learned latent space of car profiles. In addition to regularizing the optimization process, this latent space and an associated encoder‐decoder allows us to input and output car profiles in a bitmap form, without any explicit parameterization of the car boundary. Finally, we designed our model to support pointwise queries of fluid properties around car shapes, allowing us to adapt computational cost to application needs. As an illustration, we only query our model along streamlines for flow visualization, we query it in the vicinity of the car for drag optimization, and we query it behind the car for vortex attenuation. Nicolas Rosset, Guillaume Cordonnier, Régis Duvigneau, Adrien Bousseau |
Comput. Graph. Forum | 4 |
| 2023 | VideoDoodles: Hand-Drawn Animations on Videos with Scene-Aware CanvasesabstractWe present an interactive system to ease the creation of so-called video doodles - videos on which artists insert hand-drawn animations for entertainment or educational purposes. Video doodles are challenging to create because to be convincing, the inserted drawings must appear as if they were part of the captured scene. In particular, the drawings should undergo tracking, perspective deformations and occlusions as they move with respect to the camera and to other objects in the scene - visual effects that are difficult to reproduce with existing 2D video editing software. Our system supports these effects by relying on planar canvases that users position in a 3D scene reconstructed from the video. Furthermore, we present a custom tracking algorithm that allows users to anchor canvases to static or dynamic objects in the scene, such that the canvases move and rotate to follow the position and direction of these objects. When testing our system, novices could create a variety of short animated clips in a dozen of minutes, while professionals praised its speed and ease of use compared to existing tools. Emilie Yu, Kevin Matzen, Cuong Nguyen 0003, Oliver Wang, Rubaiat Habib Kazi, Adrien Bousseau |
ACM Trans. Graph. | 6 |
| 2022 | Deep scene-scale material estimation from multi-view indoor captures
Siddhant Prakash, Gilles Rainer, Adrien Bousseau, George Drettakis |
Comput. Graph. | 3 |
| 2022 | Computational Design of Self-Actuated Surfaces by Printing Plastic Ribbons on Stretched FabricabstractAbstract We introduce a new mechanism for self‐actuating deployable structures, based on printing a dense pattern of closely‐spaced plastic ribbons on sheets of pre‐stretched elastic fabric. We leverage two shape‐changing effects that occur when such an assembly is printed and allowed to relax: first, the incompressible plastic ribbons frustrate the contraction of the fabric back to its rest state, forcing residual strain in the fabric and creating intrinsic curvature. Second, the differential compression at the interface between the plastic and fabric layers yields abilayer effectin the direction of the ribbons, making each ribbon buckle into an arc at equilibrium state and creating extrinsic curvature. We describe an inverse design tool to fabricate low‐cost, lightweight prototypes of freeform surfaces using the controllable directional distortion and curvature offered by this mechanism. The core of our method is a parameterization algorithm that bounds surface distortions along and across principal curvature directions, along with a pattern synthesis algorithm that covers a surface with ribbons to match the target distortions and curvature given by the aforementioned parameterization. We demonstrate the flexibility and accuracy of our method by fabricating and measuring a variety of surfaces, including nearly‐developable surfaces as well as surfaces with positive and negative mean curvature, which we achieve thanks to a simple hardware setup that allows printing on both sides of the fabric. David Jourdan, Mélina Skouras, Etienne Vouga, Adrien Bousseau |
Comput. Graph. Forum | 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 | 2 |
| 2022 | CAD2Sketch: Generating Concept Sketches from CAD SequencesabstractConcept sketches are ubiquitous in industrial design, as they allow designers to quickly depict imaginary 3D objects. To construct their sketches with accurate perspective, designers rely on longstanding drawing techniques, including the use of auxiliary construction lines to identify midpoints of perspective planes, to align points vertically and horizontally, and to project planar curves from one perspective plane to another. We present a method to synthesize such construction lines from CAD sequences. Importantly, our method balances the presence of construction lines with overall clutter, such that the resulting sketch is both well-constructed and readable, as professional designers are trained to do. In addition to generating sketches that are visually similar to real ones, we apply our method to synthesize a large quantity of paired sketches and normal maps, and show that the resulting dataset can be used to train a neural network to infer normals from concept sketches. 1 Felix Hähnlein, Changjian Li 0001, Niloy J. Mitra, Adrien Bousseau |
ACM Trans. Graph. | 4 |
| 2022 | Free2CAD: parsing freehand drawings into CAD commandsabstractCAD modeling, despite being the industry-standard, remains restricted to usage by skilled practitioners due to two key barriers. First, the user must be able to mentally parse a final shape into a valid sequence of supported CAD commands; and second, the user must be sufficiently conversant with CAD software packages to be able to execute the corresponding CAD commands. As a step towards addressing both these challenges, we present Free2CAD wherein the user can simply sketch the final shape and our system parses the input strokes into a sequence of commands expressed in a simplified CAD language. When executed, these commands reproduce the sketched object. Technically, we cast sketch-based CAD modeling as a sequence-to-sequence translation problem, for which we leverage the powerful Transformers neural network architecture. Given the sequence of pen strokes as input, we introduce the new task of grouping strokes that correspond to individual CAD operations. We combine stroke grouping with geometric fitting of the operation parameters, such that intermediate groups are geometrically corrected before being reused, as context, for subsequent steps in the sequence inference. Although trained on synthetically-generated data, we demonstrate that Free2CAD generalizes to sketches created from real-world CAD models as well as to sketches drawn by novice users. Code and data are at https://github.com/Enigma-li/Free2CAD. Changjian Li 0001, Hao Pan 0001, Adrien Bousseau, Niloy J. Mitra |
ACM Trans. Graph. | 3 |
| 2022 | Piecewise-smooth surface fitting onto unstructured 3D sketchesabstractWe propose a method to transform unstructured 3D sketches into piecewise smooth surfaces that preserve sketched geometric features. Immersive 3D drawing and sketch-based 3D modeling applications increasingly produce imperfect and unstructured collections of 3D strokes as design output. These 3D sketches are readily perceived as piecewise smooth surfaces by viewers, but are poorly handled by existing 3D surface techniques tailored to well-connected curve networks or sparse point sets. Our algorithm is aligned with human tendency to imagine the strokes as a small set of simple smooth surfaces joined along stroke boundaries. Starting with an initial proxy surface, we iteratively segment the surface into smooth patches joined sharply along some strokes, and optimize these patches to fit surrounding strokes. Our evaluation is fourfold: we demonstrate the impact of various algorithmic parameters, we evaluate our method on synthetic sketches with known ground truth surfaces, we compare to prior art, and we show compelling results on more than 50 designs from a diverse set of 3D sketch sources. Emilie Yu, Rahul Arora 0001, Jakob Andreas Bærentzen, Karan Singh 0004, Adrien Bousseau |
ACM Trans. Graph. | 5 |
| 2021 | CASSIE: Curve and Surface Sketching in Immersive EnvironmentsabstractWe present CASSIE, a conceptual modeling system in VR that leverages freehand mid-air sketching, and a novel 3D optimization framework to create connected curve network armatures, predictively surfaced using patches with C0 continuity. Our system provides a judicious balance of interactivity and automation, providing a homogeneous 3D drawing interface for a mix of freehand curves, curve networks, and surface patches. Our system encourages and aids users in drawing consistent networks of curves, easing the transition from freehand ideation to concept modeling. A comprehensive user study with professional designers as well as amateurs (N=12), and a diverse gallery of 3D models, show our armature and patch functionality to offer a user experience and expressivity on par with freehand ideation, while creating sophisticated concept models for downstream applications. Emilie Yu, Rahul Arora 0001, Tibor Stanko, Jakob Andreas Bærentzen, Karan Singh 0004, Adrien Bousseau |
CHI | 6 |
| 2021 | Fashion Transfer: Dressing 3D Characters from Stylized Fashion SketchesabstractAbstract Fashion design often starts with hand‐drawn, expressive sketches that communicate the essence of a garment over idealized human bodies. We propose an approach to automatically dress virtual characters from such input, previously complemented with user‐annotations. In contrast to prior work requiring users to draw garments with accurate proportions over each virtual character to be dressed, our method follows a style transfer strategy : the information extracted from a single, annotated fashion sketch can be used to inform the synthesis of one to many new garment(s) with similar style, yet different proportions. In particular, we define the style of a loose garment from its silhouette and folds, which we extract from the drawing. Key to our method is our strategy to extract both shape and repetitive patterns of folds from the 2D input. As our results show, each input sketch can be used to dress a variety of characters of different morphologies, from virtual humans to cartoon‐style characters. Amélie Fondevilla, Damien Rohmer, Stefanie Hahmann, Adrien Bousseau, Marie-Paule Cani |
Comput. Graph. Forum | 4 |
| 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 | 3 |
| 2020 | Integer-Grid Sketch Simplification and VectorizationabstractAbstract A major challenge in line drawing vectorization is segmenting the input bitmap into separate curves. This segmentation is especially problematic for rough sketches, where curves are depicted using multiple overdrawn strokes. Inspired by feature‐aligned mesh quadrangulation methods in geometry processing, we propose to extract vector curve networks by parametrizing the image with local drawing‐aligned integer grids. The regular structure of the grid facilitates the extraction of clean line junctions; due to the grid's discrete nature, nearby strokes are implicitly grouped together. We demonstrate that our method successfully vectorizes both clean and rough line drawings, whereas previous methods focused on only one of those drawing types. Tibor Stanko, Mikhail Bessmeltsev, David Bommes, Adrien Bousseau |
Comput. Graph. Forum | 4 |
| 2020 | Extracting Geometric Structures in Images with Delaunay Point ProcessesabstractWe introduce Delaunay Point Processes, a framework for the extraction of geometric structures from images. Our approach simultaneously locates and groups geometric primitives (line segments, triangles) to form extended structures (line networks, polygons) for a variety of image analysis tasks. Similarly to traditional point processes, our approach uses Markov Chain Monte Carlo to minimize an energy that balances fidelity to the input image data with geometric priors on the output structures. However, while existing point processes struggle to model structures composed of inter-connected components, we propose to embed the point process into a Delaunay triangulation, which provides high-quality connectivity by construction. We further leverage key properties of the Delaunay triangulation to devise a fast Markov Chain Monte Carlo sampler. We demonstrate the flexibility of our approach on a variety of applications, including line network extraction, object contouring, and mesh-based image compression. Jean-Dominique Favreau, Florent Lafarge, Adrien Bousseau, Alex Auvolat |
IEEE Trans. Pattern Anal. Mach. Intell. | 3 |
| 2020 | Lifting freehand concept sketches into 3DabstractWe present the first algorithm capable of automatically lifting real-world, vector-format, industrial design sketches into 3D. Targeting real-world sketches raises numerous challenges due to inaccuracies, use of overdrawn strokes, and construction lines. In particular, while construction lines convey important 3D information, they add significant clutter and introduce multiple accidental 2D intersections. Our algorithm exploits the geometric cues provided by the construction lines and lifts them to 3D by computing their intended 3D intersections and depths. Once lifted to 3D, these lines provide valuable geometric constraints that we leverage to infer the 3D shape of other artist drawn strokes. The core challenge we address is inferring the 3D connectivity of construction and other lines from their 2D projections by separating 2D intersections into 3D intersections and accidental occlusions. We efficiently address this complex combinatorial problem using a dedicated search algorithm that leverages observations about designer drawing pREFERENCES, and uses those to explore only the most likely solutions of the 3D intersection detection problem. We demonstrate that our separator outputs are of comparable quality to human annotations, and that the 3D structures we recover enable a range of design editing and visualization applications, including novel view synthesis and 3D-aware scaling of the depicted shape. Yulia Gryaditskaya, Felix Hähnlein, Chenxi Liu 0004, Alla Sheffer, Adrien Bousseau |
ACM Trans. Graph. | 5 |
| 2020 | Sketch2CAD: sequential CAD modeling by sketching in contextabstractWe present a sketch-based CAD modeling system, where users create objects incrementally by sketching the desired shape edits, which our system automatically translates to CAD operations. Our approach is motivated by the close similarities between the steps industrial designers follow to draw 3D shapes, and the operations CAD modeling systems offer to create similar shapes. To overcome the strong ambiguity with parsing 2D sketches, we observe that in a sketching sequence, each step makes sense and can be interpreted in the context of what has been drawn before. In our system, this context corresponds to a partial CAD model, inferred in the previous steps, which we feed along with the input sketch to a deep neural network in charge of interpreting how the model should be modified by that sketch. Our deep network architecture then recognizes the intended CAD operation and segments the sketch accordingly, such that a subsequent optimization estimates the parameters of the operation that best fit the segmented sketch strokes. Since there exists no datasets of paired sketching and CAD modeling sequences, we train our system by generating synthetic sequences of CAD operations that we render as line drawings. We present a proof of concept realization of our algorithm supporting four frequently used CAD operations. Using our system, participants are able to quickly model a large and diverse set of objects, demonstrating Sketch2CAD to be an alternate way of interacting with current CAD modeling systems. Changjian Li 0001, Hao Pan 0001, Adrien Bousseau, Niloy J. Mitra |
ACM Trans. Graph. | 3 |
| 2019 | Combining voxel and normal predictions for multi-view 3D sketching
Johanna Delanoy, David Coeurjolly, Jacques-Olivier Lachaud, Adrien Bousseau |
Comput. Graph. | 4 |
| 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 | 5 |
| 2019 | Multi-Pose Interactive Linkage DesignabstractAbstract We introduce an interactive tool for novice users to design mechanical objects made of 2.5D linkages. Users simply draw the shape of the object and a few key poses of its multiple moving parts. Our approach automatically generates a one‐degree‐of freedom linkage that connects the fixed and moving parts, such that the moving parts traverse all input poses in order without any collision with the fixed and other moving parts. In addition, our approach avoids common linkage defects and favors compact linkages and smooth motion trajectories. Finally, our system automatically generates the 3D geometry of the object and its links, allowing the rapid creation of a physical mockup of the designed object. Gen Nishida, Adrien Bousseau, Daniel G. Aliaga |
Comput. Graph. Forum | 2 |
| 2019 | OpenSketch: a richly-annotated dataset of product design sketchesabstractProduct designers extensively use sketches to create and communicate 3D shapes and thus form an ideal audience for sketch-based modeling, non-photorealistic rendering and sketch filtering. However, sketching requires significant expertise and time, making design sketches a scarce resource for the research community. We introduce OpenSketch , a dataset of product design sketches aimed at offering a rich source of information for a variety of computer-aided design tasks. OpenSketch contains more than 400 sketches representing 12 man-made objects drawn by 7 to 15 product designers of varying expertise. We provided participants with front, side and top views of these objects, and instructed them to draw from two novel perspective viewpoints. This drawing task forces designers to construct the shape from their mental vision rather than directly copy what they see. They achieve this task by employing a variety of sketching techniques and methods not observed in prior datasets. Together with industrial design teachers, we distilled a taxonomy of line types and used it to label each stroke of the 214 sketches drawn from one of the two viewpoints. While some of these lines have long been known in computer graphics, others remain to be reproduced algorithmically or exploited for shape inference. In addition, we also asked participants to produce clean presentation drawings from each of their sketches, resulting in aligned pairs of drawings of different styles. Finally, we registered each sketch to its reference 3D model by annotating sparse correspondences. We provide an analysis of our annotated sketches, which reveals systematic drawing strategies over time and shapes, as well as a positive correlation between presence of construction lines and accuracy. Our sketches, in combination with provided annotations, form challenging benchmarks for existing algorithms as well as a great source of inspiration for future developments. We illustrate the versatility of our data by using it to test a 3D reconstruction deep network trained on synthetic drawings, as well as to train a filtering network to convert concept sketches into presentation drawings. We distribute our dataset under the Creative Commons CC0 license: https://ns.inria.fr/d3/OpenSketch. Yulia Gryaditskaya, Mark Sypesteyn, Jan Willem Hoftijzer, Sylvia C. Pont, Frédo Durand, Adrien Bousseau |
ACM Trans. Graph. | 6 |
| 2018 | Procedural Modeling of a Building from a Single ImageabstractAbstract Creating a virtual city is demanded for computer games, movies, and urban planning, but it takes a lot of time to create numerous 3D building models. Procedural modeling has become popular in recent years to overcome this issue, but creating a grammar to get a desired output is difficult and time consuming even for expert users. In this paper, we present an interactive tool that allows users to automatically generate such a grammar from a single image of a building. The user selects a photograph and highlights the silhouette of the target building as input to our method. Our pipeline automatically generates the building components, from large‐scale building mass to fine‐scale windows and doors geometry. Each stage of our pipeline combines convolutional neural networks (CNNs) and optimization to select and parameterize procedural grammars that reproduce the building elements of the picture. In the first stage, our method jointly estimates camera parameters and building mass shape. Once known, the building mass enables the rectification of the façades, which are given as input to the second stage that recovers the façade layout. This layout allows us to extract individual windows and doors that are subsequently fed to the last stage of the pipeline that selects procedural grammars for windows and doors. Finally, the grammars are combined to generate a complete procedural building as output. We devise a common methodology to make each stage of this pipeline tractable. This methodology consists in simplifying the input image to match the visual appearance of synthetic training data, and in using optimization to refine the parameters estimated by CNNs. We used our method to generate a variety of procedural models of buildings from existing photographs. Gen Nishida, Adrien Bousseau, Daniel G. Aliaga |
Comput. Graph. Forum | 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 | 2 |
| 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. | 5 |
| 2017 | Patterns from photograph: Reverse-engineering developable products
Amélie Fondevilla, Adrien Bousseau, Damien Rohmer, Stefanie Hahmann, Marie-Paule Cani |
Comput. Graph. | 2 |
| 2017 | SketchSoup: Exploratory Ideation Using Design SketchesabstractAbstract A hallmark of early stage design is a number of quick‐and‐dirty sketches capturing design inspirations, model variations and alternate viewpoints of a visual concept. We present SketchSoup, a workflow that allows designers to explore the design space induced by such sketches. We take an unstructured collection of drawings as input, along with a small number of user‐provided correspondences as input. We register them using a multi‐image matching algorithm, and present them as a 2D interpolation space. By morphing sketches in this space, our approach produces plausible visualizations of shape and viewpoint variations despite the presence of sketch distortions that would prevent standard camera calibration and 3D reconstruction. In addition, our interpolated sketches can serve as inspiration for further drawings, which feed back into the design space as additional image inputs. SketchSoup thus fills a significant gap in the early ideation stage of conceptual design by allowing designers to make better informed choices before proceeding to more expensive 3D modelling and prototyping. From a technical standpoint, we describe an end‐to‐end system that judiciously combines and adapts various image processing techniques to the drawing domain—where the images are dominated not by colour, shading and texture, but by sketchy stroke contours. Rahul Arora 0001, I. Darolia, Vinay P. Namboodiri, Karan Singh 0004, Adrien Bousseau |
Comput. Graph. Forum | 5 |
| 2017 | Photo2clipart: image abstraction and vectorization using layered linear gradientsabstractWe present a method to create vector cliparts from photographs. Our approach aims at reproducing two key properties of cliparts: they should be easily editable, and they should represent image content in a clean, simplified way. We observe that vector artists satisfy both of these properties by modeling cliparts with linear color gradients, which have a small number of parameters and approximate well smooth color variations. In addition, skilled artists produce intricate yet editable artworks by stacking multiple gradients using opaque and semi-transparent layers. Motivated by these observations, our goal is to decompose a bitmap photograph into a stack of layers, each layer containing a vector path filled with a linear color gradient. We cast this problem as an optimization that jointly assigns each pixel to one or more layer and finds the gradient parameters of each layer that best reproduce the input. Since a trivial solution would consist in assigning each pixel to a different, opaque layer, we complement our objective with a simplicity term that favors decompositions made of few, semi-transparent layers. However, this formulation results in a complex combinatorial problem combining discrete unknowns (the pixel assignments) and continuous unknowns (the layer parameters). We propose a Monte Carlo Tree Search algorithm that efficiently explores this solution space by leveraging layering cues at image junctions. We demonstrate the effectiveness of our method by reverse-engineering existing cliparts and by creating original cliparts from studio photographs. Jean-Dominique Favreau, Florent Lafarge, Adrien Bousseau |
ACM Trans. Graph. | 3 |
| 2016 | How Novices Sketch and Prototype Hand-Fabricated ObjectsabstractWe are interested in how to create digital tools to support informal sketching and prototyping of physical objects by novices. Achieving this goal first requires a deeper understanding of how non-professional designers generate, explore, and communicate design ideas with traditional tools, i.e., sketches on paper and hands-on prototyping materials. We describe a study framed around two all-day design charrettes where participants perform a complete design process: ideation sketching, concept development and presentation, fabrication planning documentation and collaborative fabrication of hand-crafted prototypes. This structure allows us to control key aspects of the design process while collecting rich data about creative tasks, including sketches on paper, physical models, and videos of collaboration discussions. Participants used a variety of drawing techniques to convey 3D concepts. They also extensively manipulated physical materials, such as paper, foam, and cardboard, both to support concept exploration and communication with design partners. Based on these observations, we propose design guidelines for CAD tools targeted at novice crafters. Adrien Bousseau, Theophanis Tsandilas, Lora Oehlberg, Wendy E. Mackay |
CHI | 1 |
| 2016 | Fidelity vs. simplicity: a global approach to line drawing vectorizationabstractVector drawing is a popular representation in graphic design because of the precision, compactness and editability offered by parametric curves. However, prior work on line drawing vectorization focused solely on faithfully capturing input bitmaps, and largely overlooked the problem of producing a compact and editable curve network. As a result, existing algorithms tend to produce overly-complex drawings composed of many short curves and control points, especially in the presence of thick or sketchy lines that yield spurious curves at junctions. We propose the first vectorization algorithm that explicitly balances fidelity to the input bitmap with simplicity of the output, as measured by the number of curves and their degree. By casting this trade-off as a global optimization, our algorithm generates few yet accurate curves, and also disambiguates curve topology at junctions by favoring the simplest interpretations overall. We demonstrate the robustness of our algorithm on a variety of drawings, sketchy cartoons and rough design sketches. Jean-Dominique Favreau, Florent Lafarge, Adrien Bousseau |
ACM Trans. Graph. | 3 |
| 2016 | Interactive sketching of urban procedural modelsabstract3D modeling remains a notoriously difficult task for novices despite significant research effort to provide intuitive and automated systems. We tackle this problem by combining the strengths of two popular domains: sketch-based modeling and procedural modeling. On the one hand, sketch-based modeling exploits our ability to draw but requires detailed, unambiguous drawings to achieve complex models. On the other hand, procedural modeling automates the creation of precise and detailed geometry but requires the tedious definition and parameterization of procedural models. Our system uses a collection of simple procedural grammars, called snippets, as building blocks to turn sketches into realistic 3D models. We use a machine learning approach to solve the inverse problem of finding the procedural model that best explains a user sketch. We use non-photorealistic rendering to generate artificial data for training convolutional neural networks capable of quickly recognizing the procedural rule intended by a sketch and estimating its parameters. We integrate our algorithm in a coarse-to-fine urban modeling system that allows users to create rich buildings by successively sketching the building mass, roof, facades, windows, and ornaments. A user study shows that by using our approach non-expert users can generate complex buildings in just a few minutes. Gen Nishida, Ignacio Garcia-Dorado, Daniel G. Aliaga, Bedrich Benes, Adrien Bousseau |
ACM Trans. Graph. | 5 |
| 2015 | Line drawing interpretation in a multi-view contextabstractMany design tasks involve the creation of new objects in the context of an existing scene. Existing work in computer vision only provides partial support for such tasks. On the one hand, multi-view stereo algorithms allow the reconstruction of real-world scenes, while on the other hand algorithms for line-drawing interpretation do not take context into account. Our work combines the strength of these two domains to interpret line drawings of imaginary objects drawn over photographs of an existing scene. The main challenge we face is to identify the existing 3D structure that correlates with the line drawing while also allowing the creation of new structure that is not present in the real world. We propose a labeling algorithm to tackle this problem, where some of the labels capture dominant orientations of the real scene while a free label allows the discovery of new orientations in the imaginary scene. We illustrate our algorithm by interpreting line drawings for urban planing, home remodeling, furniture design and cultural heritage. Jean-Dominique Favreau, Florent Lafarge, Adrien Bousseau |
CVPR | 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 | 3 |
| 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. | 7 |
| 2015 | BendFields: Regularized Curvature Fields from Rough Concept SketchesabstractDesigners frequently draw curvature lines to convey bending of smooth surfaces in concept sketches. We present a method to extrapolate curvature lines in a rough concept sketch, recovering the intended 3D curvature field and surface normal at each pixel of the sketch. This 3D information allows to enrich the sketch with 3D-looking shading and texturing. We first introduce the concept of regularized curvature lines that model the lines designers draw over curved surfaces, encompassing curvature lines and their extension as geodesics over flat or umbilical regions. We build on this concept to define the orthogonal cross field that assigns two regularized curvature lines to each point of a 3D surface. Our algorithm first estimates the projection of this cross field in the drawing, which is nonorthogonal due to foreshortening. We formulate this estimation as a scattered interpolation of the strokes drawn in the sketch, which makes our method robust to sketchy lines that are typical for design sketches. Our interpolation relies on a novel smoothness energy that we derive from our definition of regularized curvature lines. Optimizing this energy subject to the stroke constraints produces a dense nonorthogonal 2D cross field which we then lift to 3D by imposing orthogonality. Thus, one central concept of our approach is the generalization of existing cross field algorithms to the nonorthogonal case. We demonstrate our algorithm on a variety of concept sketches with various levels of sketchiness. We also compare our approach with existing work that takes clean vector drawings as input. Emmanuel Iarussi, David Bommes, Adrien Bousseau |
ACM Trans. Graph. | 3 |
| 2015 | WrapIt: computer-assisted crafting of wire wrapped jewelryabstractWire wrapping is a traditional form of handmade jewelry that involves bending metal wire to create intricate shapes. The technique appeals to novices and casual crafters because of its low cost, accessibility and unique aesthetic. We present a computational design tool that addresses the two main challenges of creating 2D wire-wrapped jewelry: decomposing an input drawing into a set of wires, and bending the wires to give them shape. Our main contribution is an automatic wire decomposition algorithm that segments a drawing into a small number of wires based on aesthetic and fabrication principles. We formulate the task as a constrained graph labeling problem and present a stochastic optimization approach that produces good results for a variety of inputs. Given a decomposition, our system generates a 3D-printed custom support structure, or jig , that helps users bend the wire into the appropriate shape. We validated our wire decomposition algorithm against existing wire-wrapped designs, and used our end-to-end system to create new jewelry from clipart drawings. We also evaluated our approach with novice users, who were able to create various pieces of jewelry in less than half an hour. Emmanuel Iarussi, Wilmot Li, Adrien Bousseau |
ACM Trans. Graph. | 3 |
| 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 | 3 |
| 2014 | True2Form: 3D curve networks from 2D sketches via selective regularizationabstractTrue2Formis a sketch-based modeling system that reconstructs 3D curves from typical design sketches. Our approach to infer 3D form from 2D drawings is a novel mathematical framework of insights derived from perception and design literature. We note that designers favor viewpoints that maximally reveal 3D shape information, and strategically sketch descriptive curves that convey intrinsic shape properties, such as curvature, symmetry, or parallelism. Studies indicate that viewers apply these properties selectively to envision a globally consistent 3D shape. We mimic this selective regularization algorithmically, by progressively detecting and enforcing applicable properties, accounting for their global impact on an evolving 3D curve network. Balancing regularity enforcement against sketch fidelity at each step allows us to correct for inaccuracy inherent in free-hand sketching. We perceptually validate our approach by showing agreement between our algorithm and viewers in selecting applicable regularities. We further evaluate our solution by: reconstructing a range of 3D models from diversely sourced sketches; comparisons to prior art; and visual comparison to both ground-truth and 3D reconstructions by designers. Bao-Xuan Xu, Alla Sheffer, Adrien Bousseau, James McCrae, Karan Singh 0004 |
ACM Trans. Graph. | 4 |
| 2014 | How do people edit light fields?abstractWe present a thorough study to evaluate different light field editing interfaces, tools and workflows from a user perspective. This is of special relevance given the multidimensional nature of light fields, which may make common image editing tasks become complex in light field space. We additionally investigate the potential benefits of using depth information when editing, and the limitations imposed by imperfect depth reconstruction using current techniques. We perform two different experiments, collecting both objective and subjective data from a varied number of editing tasks of increasing complexity based on local point-and-click tools. In the first experiment, we rely on perfect depth from synthetic light fields, and focus on simple edits. This allows us to gain basic insight on light field editing, and to design a more advanced editing interface. This is then used in the second experiment, employing real light fields with imperfect reconstructed depth, and covering more advanced editing tasks. Our study shows that users can edit light fields with our tested interface and tools, even in the presence of imperfect depth. They follow different workflows depending on the task at hand, mostly relying on a combination of different depth cues. Last, we confirm our findings by asking a set of artists to freely edit both real and synthetic light fields. Adrián Jarabo, Belén Masiá, Adrien Bousseau, Fabio Pellacini, Diego Gutierrez |
ACM Trans. Graph. | 3 |
| 2013 | The drawing assistant: automated drawing guidance and feedback from photographsabstractWe present an interactive drawing tool that provides automated guidance over model photographs to help people practice traditional drawing-by-observation techniques. The drawing literature describes a number of techniques to %support this task and help people gain consciousness of the shapes in a scene and their relationships. We compile these techniques and derive a set of construction lines that we automatically extract from a model photograph. We then display these lines over the model to guide its manual reproduction by the user on the drawing canvas. Finally, we use shape-matching to register the user's sketch with the model guides. We use this registration to provide corrective feedback to the user. Our user studies show that automatically extracted construction lines can help users draw more accurately. Furthermore, users report that guidance and corrective feedback help them better understand how to draw. Emmanuel Iarussi, Adrien Bousseau, Theophanis Tsandilas |
UIST | 2 |
| 2013 | Gloss perception in painterly and cartoon renderingabstractDepictions with traditional media such as painting and drawing represent scene content in a stylized manner. It is unclear, however, how well stylized images depict scene properties like shape, material, and lighting. In this article, we describe the first study of material perception in stylized images (specifically painting and cartoon) and use nonphotorealistic rendering algorithms to evaluate how such stylization alters the perception of gloss. Our study reveals a compression of the range of representable gloss in stylized images so that shiny materials appear more diffuse in painterly rendering, while diffuse materials appear shinier in cartoon images. From our measurements we estimate the function that maps realistic gloss parameters to their perception in a stylized rendering. This mapping allows users of NPR algorithms to predict the perception of gloss in their images. The inverse of this function exaggerates gloss properties to make the contrast between materials in a stylized image more faithful. We have conducted our experiment both in a lab and on a crowdsourcing Web site. While crowdsourcing allows us to quickly design our pilot study, a lab experiment provides more control on how subjects perform the task. We provide a detailed comparison of the results obtained with the two approaches and discuss their advantages and drawbacks for studies like ours. Adrien Bousseau, James P. O'Shea, Frédo Durand, Ravi Ramamoorthi, Maneesh Agrawala |
ACM Trans. Graph. | 1 |
| 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. | 3 |
| 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. | 2 |
| 2012 | Shiny Vase, Translucent Candle and Metallic Sculpture
Adrien Bousseau, Emmanuelle Chapoulie, Ravi Ramamoorthi, Maneesh Agrawala |
Comput. Graph. Forum | 1 |
| 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. | 2 |
| 2012 | CrossShade: shading concept sketches using cross-section curvesabstractWe facilitate the creation of 3D-looking shaded production drawings from concept sketches. The key to our approach is a class of commonly used construction curves known as cross-sections , that function as an aid to both sketch creation and viewer understanding of the depicted 3D shape. In particular, intersections of these curves, or cross-hairs , convey valuable 3D information, that viewers compose into a mental model of the overall sketch. We use the artist-drawn cross-sections to automatically infer the 3D normals across the sketch, enabling 3D-like rendering. The technical contribution of our work is twofold. First, we distill artistic guidelines for drawing cross-sections and insights from perception literature to introduce an explicit mathematical formulation of the relationships between cross-section curves and the geometry they aim to convey. We then use these relationships to develop an algorithm for estimating a normal field from cross-section curve networks and other curves present in concept sketches. We validate our formulation and algorithm through a user study and a ground truth normal comparison. As demonstrated by the examples throughout the paper, these contributions enable us to shade a wide range of concept sketches with a variety of rendering styles. Cloud Shao, Adrien Bousseau, Alla Sheffer, Karan Singh 0004 |
ACM Trans. Graph. | 2 |
| 2012 | Real-Time Rendering of Rough RefractionabstractWe present an algorithm to render objects made of transparent materials with rough surfaces in real-time, under all-frequency distant illumination. Rough surfaces cause wide scattering as light enters and exits objects, which significantly complicates the rendering of such materials. We present two contributions to approximate the successive scattering events at interfaces, due to rough refraction: First, an approximation of the Bidirectional Transmittance Distribution Function (BTDF), using spherical Gaussians, suitable for real-time estimation of environment lighting using preconvolution; second, a combination of cone tracing and macrogeometry filtering to efficiently integrate the scattered rays at the exiting interface of the object. We demonstrate the quality of our approximation by comparison against stochastic ray tracing. Furthermore we propose two extensions to our method for supporting spatially varying roughness on object surfaces and local lighting for thin objects. Charles de Rousiers, Adrien Bousseau, Kartic Subr, Nicolas Holzschuch, Ravi Ramamoorthi |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2011 | Real-time rough refractionabstractWe present an algorithm to render objects of transparent materials with rough surfaces in real-time, under distant illumination. Rough surfaces cause wide scattering as light enters and exits objects, which significantly complexifies the rendering of such materials. We present two contributions to approximate the successive scattering events at interfaces, due to rough refraction: First, an approximation of the bidirectional scattering function (BSDF = BRDF + BTDF), using spherical Gaussians, suitable for real-time estimation of environment lighting using pre-convolution; second, a combination of cone tracing and macro-geometry filtering to efficiently integrate the scattered rays at the exiting interface of the object. We demonstrate the quality of our approximation by comparison against stochastic raytracing. Charles de Rousiers, Adrien Bousseau, Kartic Subr, Nicolas Holzschuch, Ravi Ramamoorthi |
SI3D | 2 |
| 2011 | State-of-the-Art Report on Temporal Coherence for Stylized AnimationsabstractAbstract Non‐photorealistic rendering (NPR) algorithms allow the creation of images in a variety of styles, ranging from line drawing and pen‐and‐ink to oil painting and watercolour. These algorithms provide greater flexibility, control and automation over traditional drawing and painting. Despite significant progress over the past 15 years, the application of NPR to the generation of stylized animations remains an active area of research. The main challenge of computer‐generated stylized animations is to reproduce the look of traditional drawings and paintings while minimizing distracting flickering and sliding artefacts present in hand‐drawn animations. These goals are inherently conflicting and any attempt to address the temporal coherence of stylized animations is a trade‐off. This state‐of‐the‐art report is motivated by the growing number of methods proposed in recent years and the need for a comprehensive analysis of the trade‐offs they propose. We formalize the problem of temporal coherence in terms of goals and compare existing methods accordingly. We propose an analysis for both line and region stylization methods and discuss initial steps towards their perceptual evaluation. The goal of our report is to help uninformed readers to choose the method that best suits their needs, as well as motivate further research to address the limitations of existing methods. Pierre Bénard, Adrien Bousseau, Joëlle Thollot |
Comput. Graph. Forum | 2 |
| 2011 | Optimizing Environment Maps for Material DepictionabstractAbstract We present an automated system for optimizing and synthesizing environment maps that enhance the appearance of materials in a scene. We first identify a set of lighting design principles for material depiction. Each principle specifies the distinctive visual features of a material and describes how environment maps can emphasize those features. We express these principles as linear or quadratic image quality metrics, and present a general optimization framework to solve for the environment map that maximizes these metrics. We accelerate metric evaluation using an approach dual to precomputed radiance transfer (PRT). In contrast to standard PRT that integrates light transport over the lighting domain to generate an image, we pre‐integrate light transport over the image domain to optimize for lighting. Finally we present two techniques for transforming existing photographic environment maps to better emphasize materials. We demonstrate the effectiveness of our approach by generating environment maps that enhance the depiction of a variety of materials including glass, metal, plastic, marble and velvet. Adrien Bousseau, Emmanuelle Chapoulie, Ravi Ramamoorthi, Maneesh Agrawala |
Comput. Graph. Forum | 1 |
| 2009 | Dynamic solid textures for real-time coherent stylizationabstractStylized rendering methods, which aim at depicting 3D scenes with 2D marks such as pigments or strokes, are often faced with temporal coherence issues when applied to dynamic scenes. These issues arise from the difficulty of having to satisfy two contrary goals: ensuring that the style marks follow 3D motions while preserving their 2D appearance. In this paper we describe a new texture based method for real-time temporally coherent stylization called dynamic textures. A dynamic texture is a standard texture mapped on the object and enriched with an infinite zoom mechanism. This simple and fast mechanism maintains quasi-constant size and density of texture elements in screen space for any distance from the camera. We show that these dynamic textures can be used in many stylization techniques, enforcing the 2D appearance of the style marks while preserving the accurate 3D motion of the depicted objects. Pierre Bénard, Adrien Bousseau, Joëlle Thollot |
SI3D | 2 |
| 2009 | User-assisted intrinsic imagesabstractFor many computational photography applications, the lighting and materials in the scene are critical pieces of information. We seek to obtainintrinsic images, which decompose a photo into the product of anilluminationcomponent that represents lighting effects and areflectancecomponent that is the color of the observed material. This is an under-constrained problem and automatic methods are challenged by complex natural images. We describe a new approach that enables users to guide an optimization with simple indications such as regions of constant reflectance or illumination. Based on a simple assumption on local reflectance distributions, we derive a new propagation energy that enables a closed form solution using linear least-squares. We achieve fast performance by introducing a novel downsampling that preserves local color distributions. We demonstrate intrinsic image decomposition on a variety of images and show applications. Adrien Bousseau, Sylvain Paris, Frédo Durand |
ACM Trans. Graph. | 1 |
| 2008 | Diffusion curves: a vector representation for smooth-shaded imagesabstractWe describe a new vector-based primitive for creating smooth-shaded images, called the diffusion curve . A diffusion curve partitions the space through which it is drawn, defining different colors on either side. These colors may vary smoothly along the curve. In addition, the sharpness of the color transition from one side of the curve to the other can be controlled. Given a set of diffusion curves, the final image is constructed by solving a Poisson equation whose constraints are specified by the set of gradients across all diffusion curves. Like all vector-based primitives, diffusion curves conveniently support a variety of operations, including geometry-based editing, keyframe animation, and ready stylization. Moreover, their representation is compact and inherently resolution-independent. We describe a GPU-based implementation for rendering images defined by a set of diffusion curves in realtime. We then demonstrate an interactive drawing system for allowing artists to create artworks using diffusion curves, either by drawing the curves in a freehand style, or by tracing existing imagery. The system is simple and intuitive: we show results created by artists after just a few minutes of instruction. Furthermore, we describe a completely automatic conversion process for taking an image and turning it into a set of diffusion curves that closely approximate the original image content. Alexandrina Orzan, Adrien Bousseau, Holger Winnemöller, Pascal Barla, Joëlle Thollot, David Salesin |
ACM Trans. Graph. | 2 |
| 2007 | Video watercolorization using bidirectional texture advectionabstractIn this paper, we present a method for creating watercolor-like animation, starting from video as input. The method involves two main steps: applying textures that simulate a watercolor appearance; and creating a simplified, abstracted version of the video to which the texturing operations are applied. Both of these steps are subject to highly visible temporal artifacts, so the primary technical contributions of the paper are extensions of previous methods for texturing and abstraction to provide temporal coherence when applied to video sequences. To maintain coherence for textures, we employ texture advection along lines of optical flow. We furthermore extend previous approaches by incorporating advection in both forward and reverse directions through the video, which allows for minimal texture distortion, particularly in areas of disocclusion that are otherwise highly problematic. To maintain coherence for abstraction, we employ mathematical morphology extended to the temporal domain, using filters whose temporal extents are locally controlled by the degree of distortions in the optical flow. Together, these techniques provide the first practical and robust approach for producing watercolor animations from video, which we demonstrate with a number of examples. Adrien Bousseau, Fabrice Neyret, Joëlle Thollot, David Salesin |
ACM Trans. Graph. | 1 |