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Rémi Allègre

dblp:91/3846 · DBLP profile ↗
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11ranked-venue papers
6as first author
2since 2021 · last 2025
0000-0002-7780-9284ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 11 · 6 first-author · 2 since 2021

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
2 papers
Rendering · 74% Visual content generation and editing · 22% Image and video processing · 4%

Topics — the 8 heaviest of 8, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Rendering
appearance modeling
0.912025
Multi-Dimensional Procedural Wave Noise · ACM Trans. Graph. 2025
Rendering › procedural texture synthesis
procedural noise
0.912025
Multi-Dimensional Procedural Wave Noise · ACM Trans. Graph. 2025
Rendering › texture mapping
solid texture
0.912025
Multi-Dimensional Procedural Wave Noise · ACM Trans. Graph. 2025
Visual content generation and editing
style transfer
0.312025
Multi-Dimensional Procedural Wave Noise · ACM Trans. Graph. 2025
Visual content generation and editing › texture synthesis
non-stationary texture synthesis
0.212016
Multi-scale label-map extraction for texture synthesis · ACM Trans. Graph. 2016
Visual content generation and editing
texture synthesis
0.212016
Multi-scale label-map extraction for texture synthesis · ACM Trans. Graph. 2016
Image and video processing
image segmentation
0.112016
Multi-scale label-map extraction for texture synthesis · ACM Trans. Graph. 2016
Image and video processing › image segmentation
superpixel segmentation
0.112016
Multi-scale label-map extraction for texture synthesis · ACM Trans. Graph. 2016

Methods — techniques the papers use, named apart from their topics

inverse fourier transform · 0.9hyperplanar wave functions · 0.9random walk · 0.2nonnegative matrix factorization · 0.2hierarchical clustering · 0.2
YearPublicationVenuePosition
2025 Multi-Dimensional Procedural Wave Noise
abstract
While precise spectral control can be achieved through sparse convolution, corresponding state of the art noise models are typically too expensive for solid noise. We introduce an alternative, wave-based procedural noise model, fast enough to be used in any dimension. We express the noise in the spectral domain and then apply an inverse Fourier transform (FT), requiring the computation of a multidimensional integral. Our contribution is a novel, efficient way to perform this computation, using a sum of precomputed complex-valued hyperplanar wave-functions, oriented in random directions. We show that using suitable wave profiles and combination operators, our model is able to extend to 3D a number of Gaussian and non-Gaussian noises, including Gabor, by-example and Phasor noises, as well as generate novel cellular noises. Our versatile and controllable solid noise model is very compact, a key feature for complex power spectrum and animated noises. We illustrate this through the design of 2D, 3D, and 3D+t materials using color, transparency and style transfer functions.
Pascal Guehl, Rémi Allègre, Guillaume Gilet, Basile Sauvage, Marie-Paule Cani, Jean-Michel Dischler
ACM Trans. Graph.2
2023 Differentiable point process texture basis functions for inverse procedural modeling of cellular stochastic structures
Guillaume Baldi, Rémi Allègre, Jean-Michel Dischler
Comput. Graph.2
2020 Semi-Procedural Textures Using Point Process Texture Basis Functions
abstract
Abstract We introduce a novel semi‐procedural approach that avoids drawbacks of procedural textures and leverages advantages of data‐driven texture synthesis. We split synthesis in two parts: 1) structure synthesis, based on a procedural parametric model and 2) color details synthesis, being data‐driven. The procedural model consists of a generic Point Process Texture Basis Function (PPTBF), which extends sparse convolution noises by defining rich convolution kernels. They consist of a window function multiplied with a correlated statistical mixture of Gabor functions, both designed to encapsulate a large span of common spatial stochastic structures, including cells, cracks, grains, scratches, spots, stains, and waves. Parameters can be prescribed automatically by supplying binary structure exemplars. As for noise‐based Gaussian textures, the PPTBF is used as stand‐alone function, avoiding classification tasks that occur when handling multiple procedural assets. Because the PPTBF is based on a single set of parameters it allows for continuous transitions between different visual structures and an easy control over its visual characteristics. Color is consistently synthesized from the exemplar using a multiscale parallel texture synthesis by numbers, constrained by the PPTBF. The generated textures are parametric, infinite and avoid repetition. The data‐driven part is automatic and guarantees strong visual resemblance with inputs.
Pascal Guehl, Rémi Allègre, Jean-Michel Dischler, Bedrich Benes, Eric Galin
Comput. Graph. Forum2
2016 Multi-scale label-map extraction for texture synthesis
abstract
Texture synthesis is a well-established area, with many important applications in computer graphics and vision. However, despite their success, synthesis techniques are not used widely in practice because the creation of good exemplars remains challenging and extremely tedious. In this paper, we introduce an unsupervised method for analyzing texture content across multiple scales that automatically extracts good exemplars from natural images. Unlike existing methods, which require extensive manual tuning, our method is fully automatic. This allows the user to focus on using texture palettes derived from their own images, rather than on manual interactions dictated by the needs of an underlying algorithm. Most natural textures exhibit patterns at multiple scales that may vary according to the location (non-stationarity). To handle such textures many synthesis algorithms rely on an analysis of the input and a guidance of the synthesis. Our new analysis is based on a labeling of texture patterns that is both (i) multi-scale and (ii) unsupervised -- that is, patterns are labeled at multiple scales, and the scales and the number of labeled clusters are selected automatically. Our method works in two stages. The first builds a hierarchical extension of superpixels and the second labels the superpixels based on random walk in a graph of similarity between superpixels and a nonnegative matrix factorization. Our label-maps provide descriptors for pixels and regions that benefit state-of-the-art texture synthesis algorithms. We show several applications including guidance of non-stationary synthesis, content selection and texture painting. Our method is designed to treat large inputs and can scale to many megapixels. In addition to traditional exemplar inputs, our method can also handle natural images containing different textured regions.
Yitzchak David Lockerman, Basile Sauvage, Rémi Allègre, Jean-Michel Dischler, Julie Dorsey, Holly E. Rushmeier
ACM Trans. Graph.3
2007 A streaming algorithm for surface reconstruction
abstract
We present a streaming algorithm for reconstructing closed surfaces from large non-uniform point sets based on a geometric convection technique. Assuming that the sample points are organized into slices stacked along one coordinate axis, a triangle mesh can be efficiently reconstructed in a streamable layout with a controlled memory footprint. Our algorithm associates a streaming 3D Delaunay triangulation data-structure with a multilayer version of the geometric convection algorithm. Our method can process millions of sample points at the rate of 50k points per minute with 350 MB of main memory.
Rémi Allègre, Raphaëlle Chaine, Samir Akkouche
Symposium on Geometry Processing1
2007 A flexible framework for surface reconstruction from large point sets
Rémi Allègre, Raphaëlle Chaine, Samir Akkouche
Comput. Graph.1
2006 A Fast Particle System Framework for Interactive Implicit Modeling
abstract
In this paper, we present a controllable, fast and efficient particle system framework for skeletal implicit surfaces defined by the BlobTree model. We propose efficient algorithms for generating sets of particles for every type of skeletal element and for combining those sets for warping, blending and Boolean nodes. Given a target level of detail, our system generates particles which are distributed uniformly over the implicit surface. Our incremental approach lends itself to interactive editing of complex models
Eric Galin, Rémi Allègre, Samir Akkouche
SMI2
2006 The HybridTree: Mixing skeletal implicit surfaces, triangle meshes, and point sets in a free-form modeling system
Rémi Allègre, Eric Galin, Raphaëlle Chaine, Samir Akkouche
Graph. Model.1
2005 Convection-Driven Dynamic Surface Reconstruction
abstract
In this paper, we introduce a flexible framework for the reconstruction of a surface from an unorganized point set, extending the geometric convection approach introduced by Chaine. Given a dense input point cloud, we first extract a triangulated surface that interpolates a subset of the initial data. We compute this surface in an output sensitive manner by decimating the input point set on-the-fly during the reconstruction process. Our simplification procedure relies on a simple criterion that locally detects and reduces oversampling. If needed, we then operate in a dynamic fashion for local refinement or further simplification of the reconstructed surface. Our method allows to locally update the reconstructed surface by inserting or removing sample points without restarting the convection process from scratch. This iterative correction process can be controlled interactively by the user or automatized given some specific local sampling constraints.
Rémi Allègre, Raphaëlle Chaine, Samir Akkouche
SMI1
2004 A Hybrid Shape Representation for Free-Form Modelling
abstract
We introduce a hybrid modeling framework for creating complex objects. Our system relies on an extended CSG tree that assembles skeletal implicit surfaces and polygonal meshes in a coherent fashion: we call this structure the hybridtree. Editing operations are performed by exploiting the complementary abilities of both implicit and parametric surface representations. Implicit surfaces are powerful for combining shapes with Boolean and blending operations, while polygonal meshes are well-suited for local deformations such as FFD and fast visualization. The evaluation of the hybridtree is performed on the fly either through field function queries when the implicit form is required, or through a mesh creation process which is specific and optimized for every kind of node. Both types of queries are achieved in a complete transparent way for the user.
Rémi Allègre, Aurélien Barbier, Eric Galin, Samir Akkouche
SMI1
2004 A Hybrid Shape Representation for Free-Form Modelling (Figures 7, 9, and 10)
Rémi Allègre, Aurélien Barbier, Eric Galin, Samir Akkouche
SMI1