EDBT 2026 Demo / reviewers in the wild / expert
Xavier Granier
dblp:79/1449
· DBLP profile ↗
32ranked-venue papers
6as first author
1since 2021 · last 2026
0000-0003-1349-2297ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 31 · 6 first-author · 1 since 2021Human-computer interaction and ubiquitous computing · 6 · 1 first-authorApplied, interdisciplinary, general and emerging computing · 1
Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.
| Computer graphics and multimedia
11 papers |
Rendering · 47% Geometric modeling and processing · 37% Computational photography and imaging · 14% | |
| Artificial intelligence
3 papers |
Deep learning architectures and training · 46% 3D vision · 34% Segmentation and scene understanding · 20% |
Topics — the 25 heaviest of 27, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Geometric modeling and processing › point cloud processing
point cloud denoising |
1.0 | 1 | 2026 | LaPDA: Latent-Space Point Cloud Denoising With Adaptivity · IEEE Trans. Vis. Comput. Graph. 2026 |
Geometric modeling and processing
point cloud processing |
1.0 | 1 | 2026 | LaPDA: Latent-Space Point Cloud Denoising With Adaptivity · IEEE Trans. Vis. Comput. Graph. 2026 |
Computational photography and imaging
illumination estimation |
0.6 | 2 | 2020 | Automatic Spatially Varying Illumination Recovery of Indoor Scenes Based on a Single RGB-D Image · IEEE Trans. Vis. Comput. Graph. 2020 Online Tracking of Outdoor Lighting Variations for Augmented Reality with Moving Cameras · IEEE Trans. Vis. Comput. Graph. 2012 |
Rendering
global illumination |
0.5 | 5 | 2015 | Position-Dependent Importance Sampling of Light Field Luminaires · IEEE Trans. Vis. Comput. Graph. 2015 Improving Shape Depiction under Arbitrary Rendering · IEEE Trans. Vis. Comput. Graph. 2011 A final reconstruction approach for a unified global illumination algorithm · ACM Trans. Graph. 2004 |
Rendering › illumination
spatially varying illumination |
0.4 | 1 | 2020 | Automatic Spatially Varying Illumination Recovery of Indoor Scenes Based on a Single RGB-D Image · IEEE Trans. Vis. Comput. Graph. 2020 |
Rendering › monte carlo rendering
importance sampling |
0.4 | 3 | 2015 | Position-Dependent Importance Sampling of Light Field Luminaires · IEEE Trans. Vis. Comput. Graph. 2015 Rational BRDF · IEEE Trans. Vis. Comput. Graph. 2012 Accurate light source acquisition and rendering · ACM Trans. Graph. 2003 |
Rendering
shading |
0.3 | 2 | 2012 | Surface flows for image-based shading design · ACM Trans. Graph. 2012 Improving Shape Depiction under Arbitrary Rendering · IEEE Trans. Vis. Comput. Graph. 2011 |
Rendering
bidirectional reflectance distribution function |
0.1 | 1 | 2012 | Rational BRDF · IEEE Trans. Vis. Comput. Graph. 2012 |
Rendering › bidirectional reflectance distribution function
BRDF representation |
0.1 | 1 | 2012 | Rational BRDF · IEEE Trans. Vis. Comput. Graph. 2012 |
Rendering
image-based rendering |
0.1 | 1 | 2012 | Online Tracking of Outdoor Lighting Variations for Augmented Reality with Moving Cameras · IEEE Trans. Vis. Comput. Graph. 2012 |
Rendering
monte carlo rendering |
0.1 | 1 | 2012 | Rational BRDF · IEEE Trans. Vis. Comput. Graph. 2012 |
Computational photography and imaging › illumination modeling
outdoor lighting |
0.1 | 1 | 2012 | Online Tracking of Outdoor Lighting Variations for Augmented Reality with Moving Cameras · IEEE Trans. Vis. Comput. Graph. 2012 |
Rendering
reflectance modeling |
0.1 | 1 | 2012 | Rational BRDF · IEEE Trans. Vis. Comput. Graph. 2012 |
Geometric modeling and processing › surface processing
surface flow |
0.1 | 1 | 2012 | Surface flows for image-based shading design · ACM Trans. Graph. 2012 |
Computer vision › 3D vision
3d reconstruction |
0.1 | 1 | 2020 | Automatic Spatially Varying Illumination Recovery of Indoor Scenes Based on a Single RGB-D Image · IEEE Trans. Vis. Comput. Graph. 2020 |
Computer vision › Segmentation and scene understanding › scene understanding
RGB-D scene understanding |
0.1 | 1 | 2020 | Automatic Spatially Varying Illumination Recovery of Indoor Scenes Based on a Single RGB-D Image · IEEE Trans. Vis. Comput. Graph. 2020 |
Rendering › non-photorealistic rendering
shape depiction |
0.1 | 1 | 2011 | Improving Shape Depiction under Arbitrary Rendering · IEEE Trans. Vis. Comput. Graph. 2011 |
Computational photography and imaging › light field imaging
light field warping |
0.1 | 1 | 2009 | Light warping for enhanced surface depiction · ACM Trans. Graph. 2009 |
Visualization and visual analytics › perception › visual perception
shape perception |
0.1 | 1 | 2009 | Light warping for enhanced surface depiction · ACM Trans. Graph. 2009 |
Rendering › light transport
direct lighting |
0.1 | 1 | 2015 | Position-Dependent Importance Sampling of Light Field Luminaires · IEEE Trans. Vis. Comput. Graph. 2015 |
Computer vision › 3D vision › camera pose estimation
camera tracking |
0.0 | 1 | 2012 | Online Tracking of Outdoor Lighting Variations for Augmented Reality with Moving Cameras · IEEE Trans. Vis. Comput. Graph. 2012 |
Computer vision › 3D vision
moving camera |
0.0 | 1 | 2012 | Online Tracking of Outdoor Lighting Variations for Augmented Reality with Moving Cameras · IEEE Trans. Vis. Comput. Graph. 2012 |
Rendering
material appearance |
0.0 | 1 | 2012 | Rational BRDF · IEEE Trans. Vis. Comput. Graph. 2012 |
Rendering › global illumination › radiosity
hierarchical radiosity |
0.0 | 1 | 2004 | A final reconstruction approach for a unified global illumination algorithm · ACM Trans. Graph. 2004 |
Multimedia analysis and retrieval › object tracking
particle tracking |
0.0 | 1 | 2004 | A final reconstruction approach for a unified global illumination algorithm · ACM Trans. Graph. 2004 |
Methods — techniques the papers use, named apart from their topics
latent space modeling · 2.0gradual noise removal · 2.0adaptive noise modeling · 2.0confidence scoring · 0.9data-driven constraints · 0.4data-driven constraint · 0.4position-dependent importance sampling · 0.2cumulative distribution function restriction · 0.2GPU implementation · 0.2perceptual study · 0.1optimization · 0.1image deformation · 0.1feature point extraction · 0.1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | LaPDA: Latent-Space Point Cloud Denoising With AdaptivityabstractPoint cloud denoising is a fundamental yet challenging task in computer graphics. Existing solutions typically rely on supervised training on synthesized noise. However, real-world noise often exhibits greater complexity, causing learning-based methods trained on synthetic noise to struggle when encountering unseen noise-a phenomenon we refer to as noise misalignment. To address this challenge, we propose LaPDA (Latent-space Point cloud Denoising with Adaptivity), a neural network explicitly designed to mitigate noise misalignment and enhance denoising robustness. LaPDA consists of two key stages. First, we adaptively model noise in the latent space, aligning unseen noise distributions with the known training distributions or adjusting them toward distributions with lower noise scales. Training objectives at this stage are formulated based on controlled synthetic noise with varying intensity levels. Second, we introduce a gradual noise removal module that optimizes the spatial distribution of the adaptively adjusted noisy points. Extensive experiments conducted on both synthetic and scanned datasets demonstrate that LaPDA achieves enhanced accuracy and robustness compared to state-of-the-art methods. Peng Du 0010, Xingce Wang, Zhongke Wu, Xudong Ru, Xavier Granier, Ying He 0001 |
IEEE Trans. Vis. Comput. Graph. | 5 |
| 2020 | Automatic Spatially Varying Illumination Recovery of Indoor Scenes Based on a Single RGB-D ImageabstractWe propose an automatic framework to recover the illumination of indoor scenes based on a single RGB-D image. Unlike previous works, our method can recover spatially varying illumination without using any lighting capturing devices or HDR information. The recovered illumination can produce realistic rendering results. To model the geometry of the visible and invisible parts of scenes corresponding to the input RGB-D image, we assume that all objects shown in the image are located in a box with six faces and build a planar-based geometry model based on the input depth map. We then present a confidence-scoring based strategy to separate the light sources from the highlight areas. The positions of light sources both in and out of the camera's view are calculated based on the classification result and the recovered geometry model. Finally, an iterative procedure is proposed to calculate the colors of light sources and the materials in the scene. In addition, a data-driven method is used to set constraints on the light source intensities. Using the estimated light sources and geometry model, environment maps at different points in the scene are generated that can model the spatial variance of illumination. The experimental results demonstrate the validity and flexibility of our approach. Guanyu Xing, Yanli Liu 0002, Haibin Ling, Xavier Granier, Yanci Zhang |
IEEE Trans. Vis. Comput. Graph. | 4 |
| 2015 | Dynamic on-mesh procedural generation
Cyprien Buron, Jean-Eudes Marvie, Gaël Guennebaud, Xavier Granier |
Graphics Interface | 4 |
| 2015 | Parabolic-cylindrical moving least squares surfaces
Brett Ridel, Gaël Guennebaud, Patrick Reuter, Xavier Granier |
Comput. Graph. | 4 |
| 2015 | Position-Dependent Importance Sampling of Light Field LuminairesabstractThe possibility to use real world light sources (aka luminaires) for synthesizing images greatly contributes to their physical realism. Among existing models, the ones based on light fields are attractive due to their ability to represent faithfully the near-field and due to their possibility of being directly acquired. In this paper, we introduce a dynamic sampling strategy for complex light field luminaires with the corresponding unbiased estimator. The sampling strategy is adapted, for each 3D scene position and each frame, by restricting the sampling domain dynamically and by balancing the number of samples between the different components of the representation. This is achieved efficiently by simple position-dependent affine transformations and restrictions of Cumulative Distributive Functions that ensure that every generated sample conveys energy and contributes to the final result. Therefore, our approach only requires a low number of samples to achieve almost converged results. We demonstrate the efficiency of our approach on modern hardware by introducing a GPU-based implementation. Combined with a fast shadow algorithm, our solution exhibits interactive frame rates for direct lighting for large measured luminaires. Heqi Lu, Romain Pacanowski, Xavier Granier |
IEEE Trans. Vis. Comput. Graph. | 3 |
| 2014 | Optimizing BRDF orientations for the manipulation of anisotropic highlightsabstractAbstract This paper introduces a system for the direct editing of highlights produced by anisotropic BRDFs, which we call anisotropic highlights. We first provide a comprehensive analysis of the link between the direction of anisotropy and the shape of highlight curves for arbitrary object surfaces. The gained insights provide the required ingredients to infer BRDF orientations from a prescribed highlight tangent field. This amounts to a non‐linear optimization problem, which is solved at interactive framerates during manipulation. Taking inspiration from sculpting software, we provide tools that give the impression of manipulating highlight curves while actually modifying their tangents. Our solver produces desired highlight shapes for a host of lighting environments and anisotropic BRDFs. Boris Raymond, Gaël Guennebaud, Pascal Barla, Romain Pacanowski, Xavier Granier |
Comput. Graph. Forum | 5 |
| 2013 | Non-Oriented MLS Gradient FieldsabstractAbstract We introduce a new approach for defining continuous non‐oriented gradient fields from discrete inputs, a fundamental stage for a variety of computer graphics applications such as surface or curve reconstruction, and image stylization. Our approach builds on a moving least square formalism that computes higher‐order local approximations of non‐oriented input gradients. In particular, we show that our novel isotropic linear approximation outperforms its lower‐order alternative: surface or image structures are much better preserved, and instabilities are significantly reduced. Thanks to its ease of implementation (on both CPU and GPU) and small performance overhead, we believe our approach will find a widespread use in graphics applications, as demonstrated by the variety of our results. Jiazhou Chen 0002, Gaël Guennebaud, Pascal Barla, Xavier Granier |
Comput. Graph. Forum | 4 |
| 2013 | Second-Order Approximation for Variance Reduction in Multiple Importance SamplingabstractAbstract Monte Carlo Techniques are widely used in Computer Graphics to generate realistic images. Multiple Importance Sampling reduces the impact of choosing a dedicated strategy by balancing the number of samples between different strategies. However, an automatic choice of the optimal balancing remains a difficult problem. Without any scene characteristics knowledge, the default choice is to select the same number of samples from different strategies and to use them with heuristic techniques (e.g., balance, power or maximum). In this paper, we introduce a second‐order approximation of variance for balance heuristic. Based on this approximation, we introduce an automatic distribution of samples for direct lighting without any prior knowledge of the scene characteristics. We demonstrate that for all our test scenes (with different types of materials, light sources and visibility complexity), our method actually reduces variance in average. We also propose an implementation with low overhead for offline and GPU applications. We hope that this approach will help developing new balancing strategies. Heqi Lu, Romain Pacanowski, Xavier Granier |
Comput. Graph. Forum | 3 |
| 2012 | Surface Relief Analysis for Illustrative ShadingabstractAbstract In this paper, we present an analysis technique that leverages the complexity found in detailed 3D models for illustrative shading purposes. Given a smooth base surface with relief, it locates relief features (concavities, convexities and inflections) around each surface point and at multiple scales, using cubic‐polynomial fitting. This object‐space, per‐vertex information is then used to guide a variety of shading techniques including normal enhancement, feature visualization, accessibility shading and radiance scaling. Thanks to this approach, features at multiple scales are easily combined, filtered and shaded, allowing users to explore surface relief in real‐time. Lucas Ammann, Pascal Barla, Gaël Guennebaud, Xavier Granier, Patrick Reuter |
Comput. Graph. Forum | 4 |
| 2012 | Surface flows for image-based shading designabstractWe present a novel method for producing convincing pictures of shaded objects based entirely on 2D image operations. This approach, which we call image-based shading design , offers direct artistic control in the picture plane by deforming image primitives so that they appear to conform to specific 3D shapes. Using a differential analysis of reflected radiance, we identify the two types of surface flows involved in the depiction of shaded objects, which are consistent with recent perceptual studies. We then introduce two novel deformation operators that closely mimic surface flows while providing direct artistic controls in real-time. Romain Vergne, Pascal Barla, Roland W. Fleming, Xavier Granier |
ACM Trans. Graph. | 4 |
| 2012 | Online Tracking of Outdoor Lighting Variations for Augmented Reality with Moving CamerasabstractIn augmented reality, one of key tasks to achieve a convincing visual appearance consistency between virtual objects and video scenes is to have a coherent illumination along the whole sequence. As outdoor illumination is largely dependent on the weather, the lighting condition may change from frame to frame. In this paper, we propose a full image-based approach for online tracking of outdoor illumination variations from videos captured with moving cameras. Our key idea is to estimate the relative intensities of sunlight and skylight via a sparse set of planar feature-points extracted from each frame. To address the inevitable feature misalignments, a set of constraints are introduced to select the most reliable ones. Exploiting the spatial and temporal coherence of illumination, the relative intensities of sunlight and skylight are finally estimated by using an optimization process. We validate our technique on a set of real-life videos and show that the results with our estimations are visually coherent along the video sequences. Yanli Liu 0002, Xavier Granier |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2012 | Rational BRDFabstractOver the last two decades, much effort has been devoted to accurately measuring Bidirectional Reflectance Distribution Functions (BRDFs) of real-world materials and to use efficiently the resulting data for rendering. Because of their large size, it is difficult to use directly measured BRDFs for real-time applications, and fitting the most sophisticated analytical BRDF models is still a complex task. In this paper, we introduce Rational BRDF, a general-purpose and efficient representation for arbitrary BRDFs, based on Rational Functions (RFs). Using an adapted parametrization, we demonstrate how Rational BRDFs offer 1) a more compact and efficient representation using low-degree RFs, 2) an accurate fitting of measured materials with guaranteed control of the residual error, and 3) efficient importance sampling by applying the same fitting process to determine the inverse of the Cumulative Distribution Function (CDF) generated from the BRDF for use in Monte-Carlo rendering. Romain Pacanowski, Oliver Salazar Celis, Christophe Schlick, Xavier Granier, Pierre Poulin, Annie A. M. Cuyt |
IEEE Trans. Vis. Comput. Graph. | 4 |
| 2011 | Importance-Driven Composition of Multiple Rendering StylesabstractWe introduce a non-uniform composition that integrates multiple rendering styles in a picture driven by an importance map. This map, either issued from saliency estimation or designed by a user, is introduced both in the creation of the multiple styles and in the final composition. Our approach accommodates a variety of stylization techniques, such as color desaturation, line drawing, blurring, edge-preserving smoothing and enhancement. We illustrate the versatility of the proposed approach and the variety of rendering styles on different applications such as images, videos, 3D scenes and even mixed reality. We also demonstrate that such an approach may help in directing user attention. Jiazhou Chen 0002, Yujun Chen, Xavier Granier, Jingling Wang, Qunsheng Peng 0001 |
CAD/Graphics | 3 |
| 2011 | Implicit Brushes for Stylized Line-based RenderingabstractAbstract We introduce a new technique called Implicit Brushes to render animated 3D scenes with stylized lines in realtime with temporal coherence. An Implicit Brush is defined at a given pixel by the convolution of a brush footprint along a feature skeleton; the skeleton itself is obtained by locating surface features in the pixel neighborhood. Features are identified via image‐space fitting techniques that not only extract their location, but also their profile, which permits to distinguish between sharp and smooth features. Profile parameters are then mapped to stylistic parameters such as brush orientation, size or opacity to give rise to a wide range of line‐based styles. Romain Vergne, David Vanderhaeghe, Jiazhou Chen 0002, Pascal Barla, Xavier Granier, Christophe Schlick |
Comput. Graph. Forum | 5 |
| 2011 | Improving Shape Depiction under Arbitrary RenderingabstractBased on the observation that shading conveys shape information through intensity gradients, we present a new technique called Radiance Scaling that modifies the classical shading equations to offer versatile shape depiction functionalities. It works by scaling reflected light intensities depending on both surface curvature and material characteristics. As a result, diffuse shading or highlight variations become correlated with surface feature variations, enhancing concavities and convexities. The first advantage of such an approach is that it produces satisfying results with any kind of material for direct and global illumination: we demonstrate results obtained with Phong and Ashikmin-Shirley BRDFs, Cartoon shading, sub-Lambertian materials, perfectly reflective or refractive objects. Another advantage is that there is no restriction to the choice of lighting environment: it works with a single light, area lights, and interreflections. Third, it may be adapted to enhance surface shape through the use of precomputed radiance data such as Ambient Occlusion, Prefiltered Environment Maps or Lit Spheres. Finally, our approach works in real time on modern graphics hardware making it suitable for any interactive 3D visualization. Romain Vergne, Romain Pacanowski, Pascal Barla, Xavier Granier, Christophe Schlick |
IEEE Trans. Vis. Comput. Graph. | 4 |
| 2010 | Radiance Scaling for versatile surface enhancementabstractWe present a novel technique called Radiance Scaling for the depiction of surface shape through shading. It adjusts reflected light intensities in a way dependent on both surface curvature and material characteristics. As a result, diffuse shading or highlight variations become correlated to surface feature variations, enhancing surface concavities and convexities. This approach is more versatile compared to previous methods. First, it produces satisfying results with any kind of material: we demonstrate results obtained with Phong and Ashikmin BRDFs, Cartoon shading, sub-Lambertian materials, and perfectly reflective or refractive objects. Second, it imposes no restriction on lighting environment: it does not require a dense sampling of lighting directions and works even with a single light. Third, it makes it possible to enhance surface shape through the use of precomputed radiance data such as Ambient Occlusion, Prefiltered Environment Maps or Lit Spheres. Our novel approach works in real-time on modern graphics hardware. Romain Vergne, Romain Pacanowski, Pascal Barla, Xavier Granier, Christophe Schlick |
SI3D | 4 |
| 2010 | Shading-interval constraints for normal map editingabstractHAL 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. Shiming Zou, Hongxin Zhang 0001, Xavier Granier |
SIGGRAPH ASIA (Sketches) | 3 |
| 2010 | On-line visualization of underground structures using context featuresabstractWe introduce an on-line framework for the visualizing of underground structures that improves X-Ray vision and Focus and Context Rendering for Augmented Reality. Our approach does not require an accurate reconstruction of the 3D environment and runs on-line on modern hardwares. For these purposes, we extract characteristic features from video frames and create visual cues to reveal occlusion relationships. To enhance the perception of occluding order, the extracted features are either directly rendered, or used to create hybrid blending masks: we thus ensures that the resulting cues are clearly noticeable. Jiazhou Chen 0002, Xavier Granier, Naiyang Lin, Qunsheng Peng 0001 |
VRST | 2 |
| 2010 | Volumetric Vector-Based Representation for Indirect Illumination Caching
Romain Pacanowski, Xavier Granier, Christophe Schlick, Pierre Poulin |
J. Comput. Sci. Technol. | 2 |
| 2009 | Light warping for enhanced surface depictionabstractRecent research on the human visual system shows that our perception of object shape relies in part on compression and stretching of the reflected lighting environment onto its surface. We use this property to enhance the shape depiction of 3D objects by locally warping the environment lighting around main surface features. Contrary to previous work, which require specific illumination, material characteristics and/or stylization choices, our approach enhances surface shape without impairing the desired appearance. Thanks to our novel local shape descriptor, salient surface features are explicitly extracted in a view-dependent fashion at various scales without the need of any pre-process. We demonstrate our system on a variety of rendering settings, using object materials ranging from diffuse to glossy, to mirror or refractive, with direct or global illumination, and providing styles that range from photorealistic to non-photorealistic. The warping itself is very fast to compute on modern graphics hardware, enabling real-time performance in direct illumination scenarios. Note: Third-Party Material Attribution Third-party material used in ACM Transactions on Graphics 28(3), Article 25 - "Light Warping for Enhanced Surface Depiction," by Vergne, Pacanowski, Barla, Granier, and Schlick - was used without proper attribution. The 3D model used in Figures 1, 3, and 5, as well as in the cover image of this volume of the journal, was downloaded from the Shape Repository of AIM@SHAPE Project (http://shapes.aimatshape.net) and is the property of CNR-IMATI. We regret this oversight. Romain Vergne, Romain Pacanowski, Pascal Barla, Xavier Granier, Christophe Schlick |
ACM Trans. Graph. | 4 |
| 2007 | Improved skeleton extraction and surface generation for sketch-based modelingabstractFigure 1: Surface Generation (from left to right): sketched silhouette, extracted skeleton and internal edges, sketched profile curve and resulting model. For the generation of freeform models, sketching interfaces have raised an increasing interest due to their intuitive approach. It is now possible to infer a 3D model directly from a sketched curved. Unfortunately, a limit of current systems is the poor quality of the skeleton automatically extracted from this silhouette, leading to low quality meshes for the resulting objects. In this paper, we present new solutions that improve the surface generation for sketch-based modeling systems. First, we propose a new algorithm that extracts a smoother skeleton compared to previous approaches. Then, we present a new sampling scheme for the creation of good-quality 3D mesh. Finally, we propose to use a profile curve composed of disconnected components in order to create models which genus is greater than 0. Florian Levet, Xavier Granier |
Graphics Interface | 2 |
| 2006 | Fast Sampling of Implicit Surfaces by Particle SystemsabstractParticle systems, as originally proposed by Witkin and Heckbert, are a powerful way to sample implicit surfaces since they generate almost evenly distributed samples over the surface, thanks to a global minimization of an energy criterion. Nonetheless, due to the computational cost of the relaxation process, the sampling process becomes rather expensive when the number of samples exceeds a few thousands. In this paper, we propose a technique that only relies on a pure geometry processing which enables us to rapidly generate the set of final particles (e.g., half a second to generate 5,000 particles for an analytic implicit surface) with near-optimal positions. Because of its characteristics, the technique does not need the usual split-and-death criterion any more and only about ten relaxation steps are necessary to get a high quality sampling. Either uniform or non-uniform sampling can be performed with our technique Florian Levet, Xavier Granier, Christophe Schlick |
SMI | 2 |
| 2006 | Volume-Surface TreesabstractAbstract Many algorithms in computer graphics improve their efficiency by using Hierarchical Space Subdivision Schemes (HS3), such as octrees, kD‐trees or BSP trees. Such HS3 usually provide an axis‐aligned subdivision of the 3D space embedding a scene or an object. However, the purely volume‐based behavior of these schemes often leads to strongly imbalanced surface clustering. In this article, we introduce the VS‐Tree, an alternative HS3 providing efficient and accurate surface‐based hierarchical clustering via a combination of a global 3D decomposition at coarse subdivision levels, and a local 2D decomposition at fine levels near the surface. First, we show how to efficiently construct VS‐Trees over meshes and point‐based surfaces, and analyze the improvement it offers for cluster‐based surface simplification methods. Then we propose a new surface reconstruction algorithm based on the volume‐surface classification of the VS‐Tree. This new algorithm is faster than state‐of‐the‐art reconstruction methods and provides a final semi‐regular mesh comparable to the output of remeshing algorithms. Tamy Boubekeur, Wolfgang Heidrich, Xavier Granier, Christophe Schlick |
Comput. Graph. Forum | 3 |
| 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. | 1 |
| 2003 | Interactive Visualization of Complex Real-World Light SourcesabstractInteractive visualization of complex, real-world light sources has so far not been feasible. We present a hardware accelerated direct lighting algorithm based on a recent high quality light source acquisition technique. By introducing an approximate reconstruction of the exact model, a multi-pass rendering approach, and a compact data representation, we are able to achieve interactive frame rates. The method is part of the processing pipeline from light source acquisition to high quality lighting of a virtual world. Xavier Granier, Michael Goesele, Wolfgang Heidrich, Hans-Peter Seidel |
PG | 1 |
| 2003 | A simple layered RGB BRDF model
Xavier Granier, Wolfgang Heidrich |
Graph. Model. | 1 |
| 2003 | Accurate light source acquisition and renderingabstractRealistic image synthesis requires both complex and realistic models of real-world light sources and efficient rendering algorithms to deal with them. In this paper, we describe a processing pipeline for dealing with complex light sources from acquisition to global illumination rendering. We carefully design optical filters to guarantee high precision measurements of real-world light sources. We discuss two practically feasible setups that allow us to measure light sources with different characteristics. Finally, we introduce an efficient importance sampling algorithm for our representation that can be used, for example, in conjunction with Photon Maps. Michael Goesele, Xavier Granier, Wolfgang Heidrich, Hans-Peter Seidel |
ACM Trans. Graph. | 2 |
| 2002 | A Simple Layered RGB BRDF ModelabstractMany natural objects, and general layered materials, have non-linear reflection behaviour along wavelengths. An accurate representation of phenomena such as interference and colour separation generally requires a fine spectral representation of light instead of the commonly used RGB components. In this article, we introduce and experiment with a general approach to create similar and convincing effects, with a simple RGB BRDF model. We present a model for both specular and diffuse reflection. Xavier Granier, Wolfgang Heidrich |
PG | 1 |
| 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 | 1 |
| 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 | 3 |
| 1999 | Controlling Memory Consumption of Hierarchical Radiosity With Clustering
Xavier Granier, George Drettakis |
Graphics Interface | 1 |
| 1999 | Efficient Glossy Global Illumination With Interactive Viewing
Marc Stamminger, Annette Scheel, Xavier Granier, Frederic Perez-Cazorla, George Drettakis, François X. Sillion |
Graphics Interface | 3 |