EDBT 2026 Demo / reviewers in the wild / expert
Nicolas Bonneel
dblp:95/2472
· DBLP profile ↗
33ranked-venue papers
14as first author
11since 2021 · last 2025
0000-0001-5243-4810ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 32 · 13 first-author · 11 since 2021Artificial intelligence and machine learning · 3 · 1 first-authorHuman-computer interaction and ubiquitous computing · 3 · 1 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | Sobol' Sequences with Guaranteed-Quality 2D ProjectionsabstractLow-discrepancy sequences, and more particularly Sobol' sequences are gold standard for drawing highly uniform samples for quasi-Monte Carlo applications. They produce so-called ( t,s )-sequences, that is, sequences of s -dimensional samples whose uniformity is controlled by a non-negative integer quality factor t. The Monte Carlo integral estimator has a convergence rate that improves as t decreases. Sobol' construction in base 2 also provides extremely fast sampling point generation using efficient xor-based arithmetic. Computer graphics applications, such as rendering, often require high uniformity in consecutive 2D projections and in higher-dimensional projections at the same time. However, it can be shown that, in the classical Sobol' construction, only a single 2D sequence of points (up to scrambling), constructed using irreducible polynomials x and x + 1, achieves the ideal t = 0 property. Reusing this sequence in projections necessarily loses high dimensional uniformity. We prove the existence and construct many 2D Sobol' sequences having t = 1 using irreducible polynomials p and p 2 + p + 1. They can be readily combined to produce higher-dimensional low discrepancy sequences with a high-quality t = 1, guaranteed in consecutive pairs of dimensions. We provide the initialization table that can be directly used with any existing Sobol' implementation, along with the corresponding generator matrices, for an optimized 692-dimensional Sobol' construction. In addition to guaranteeing the (1, 2)-sequence property for all consecutive pairs, we ensure that t ≤ 4 for consecutive 4D projections up to 2 15 points. Nicolas Bonneel, David Coeurjolly, Jean-Claude Iehl, Victor Ostromoukhov |
ACM Trans. Graph. | 1 |
| 2025 | Linear-Time Transport with Rectified FlowsabstractMatching probability distributions allows to compare or interpolate them, or model their manifold. Optimal transport is a tool that solves this matching problem. However, despite the development of numerous exact and approximate algorithms, these approaches remain too slow for large datasets due to the inherent challenge of optimizing transport plans. Taking intuitions from recent advances in rectified flows we propose an algorithm that, while not resulting in optimal transport plans, produces transport plans from uniform densities to densities stored on grids that resemble the optimal ones in practice. Our algorithm has linear-time complexity with respect to the problem size and is embarrassingly parallel. It is also trivial to implement, essentially computing three summed-area tables and advecting particles with velocities easily computed from these tables using simple arithmetic. This already allows for applications such as stippling and area-preserving mesh parameterization. Combined with linearized transport ideas, we further extend our approach to match two non-uniform distributions. This allows for wider applications such as shape interpolation or barycenters, matching the quality of more complex optimal or approximate transport solvers while resulting in orders of magnitude speedups. We illustrate our applications in 2D and 3D. Khoa Do, David Coeurjolly, Pooran Memari, Nicolas Bonneel |
ACM Trans. Graph. | 4 |
| 2025 | BSP-OT: Sparse transport plans between discrete measures in loglinear timeabstractTo solve the optimal transport problem between two uniform discrete measures of the same size, one seeks a bijective assignment that minimizes some matching cost. For this task, exact algorithms are intractable for large problems, while approximate ones may lose the bijectivity of the assignment. We address this issue and the more general cases of non-uniform discrete measures with different total masses, where partial transport may be desirable. The core of our algorithm is a variant of the Quicksort algorithm that provides an efficient strategy to randomly explore many relevant and easy-to-compute couplings, by matching BSP trees in loglinear time. The couplings we obtain are as sparse as possible, in the sense that they provide bijections, injective partial matchings or sparse couplings depending on the nature of the matched measures. To improve the transport cost, we propose efficient strategies to merge k sparse couplings into a higher quality one. For k = 64, we obtain transport plans with typically less than 1% of relative error in a matter of seconds between hundreds of thousands of points in 3D on the CPU. We demonstrate how these high-quality approximations can drastically speed-up usual pipelines involving optimal transport, such as shape interpolation, intrinsic manifold sampling, color transfer, topological data analysis, rigid partial registration of point clouds and image stippling. Baptiste Genest, Nicolas Bonneel, Vincent Nivoliers, David Coeurjolly |
ACM Trans. Graph. | 2 |
| 2024 | Differentiable Owen ScramblingabstractQuasi-Monte Carlo integration is at the core of rendering. This technique estimates the value of an integral by evaluating the integrand at well-chosen sample locations. These sample points are designed to cover the domain as uniformly as possible to achieve better convergence rates than purely random points. Deterministic low-discrepancy sequences have been shown to outperform many competitors by guaranteeing good uniformity as measured by the so-called discrepancy metric, and, indirectly, by an integer t value relating the number of points falling into each domain stratum with the stratum area (lower t is better). To achieve randomness, scrambling techniques produce multiple realizations preserving the t value, making the construction stochastic. Among them, Owen scrambling is a popular approach that recursively permutes intervals for each dimension. However, relying on permutation trees makes it incompatible with smooth optimization frameworks. We present a differentiable Owen scrambling that regularizes permutations. We show that it can effectively be used with automatic differentiation tools for optimizing low-discrepancy sequences to improve metrics such as optimal transport uniformity, integration error, designed power spectra or projective properties, while maintaining their initial t -value as guaranteed by Owen scrambling. In some rendering settings, we show that our optimized sequences improve the rendering error. Bastien Doignies, David Coeurjolly, Nicolas Bonneel, Julie Digne, Jean-Claude Iehl, Victor Ostromoukhov |
ACM Trans. Graph. | 3 |
| 2023 | Example-Based Sampling with Diffusion ModelsabstractMuch effort has been put into developing samplers with specific properties, such as producing blue noise, low-discrepancy, lattice or Poisson disk samples. These samplers can be slow if they rely on optimization processes, may rely on a wide range of numerical methods, are not always differentiable. The success of recent diffusion models for image generation suggests that these models could be appropriate for learning how to generate point sets from examples. However, their convolutional nature makes these methods impractical for dealing with scattered data such as point sets. We propose a generic way to produce 2-d point sets imitating existing samplers from observed point sets using a diffusion model. We address the problem of convolutional layers by leveraging neighborhood information from an optimal transport matching to a uniform grid, that allows us to benefit from fast convolutions on grids, and to support the example-based learning of non-uniform sampling patterns. We demonstrate how the differentiability of our approach can be used to optimize point sets to enforce properties. Bastien Doignies, Nicolas Bonneel, David Coeurjolly, Julie Digne, Loïs Paulin, Jean-Claude Iehl, Victor Ostromoukhov |
SIGGRAPH Asia | 2 |
| 2023 | A survey of Optimal Transport for Computer Graphics and Computer VisionabstractAbstract Optimal transport is a long‐standing theory that has been studied in depth from both theoretical and numerical point of views. Starting from the 50s this theory has also found a lot of applications in operational research. Over the last 30 years it has spread to computer vision and computer graphics and is now becoming hard to ignore. Still, its mathematical complexity can make it difficult to comprehend, and as such, computer vision and computer graphics researchers may find it hard to follow recent developments in their field related to optimal transport. This survey first briefly introduces the theory of optimal transport in layman's terms as well as most common numerical techniques to solve it. More importantly, it presents applications of these numerical techniques to solve various computer graphics and vision related problems. This involves applications ranging from image processing, geometry processing, rendering, fluid simulation, to computational optics, and many more. It is aimed at computer graphics researchers desiring to follow optimal transport research in their field as well as optimal transport researchers willing to find applications for their numerical algorithms. Nicolas Bonneel, Julie Digne |
Comput. Graph. Forum | 1 |
| 2022 | Dynamic scene novel view synthesis via deferred spatio-temporal consistency
Beatrix-Emoke Fülöp-Balogh, Eleanor Tursman, James Tompkin 0001, Julie Digne, Nicolas Bonneel |
Comput. Graph. | 5 |
| 2022 | Volumetric Multi-View RenderingabstractAbstract Rendering photo‐realistic images using Monte Carlo path tracing often requires sampling a large number of paths to reach acceptable levels of noise. This is particularly the case when rendering participating media, that complexify light paths with multiple scattering events. Our goal is to accelerate the rendering of heterogeneous participating media by exploiting redundancy across views, for instance when rendering animated camera paths, motion blur in consecutive frames or multi‐view images such as lenticular or light‐field images. This poses a challenge as existing methods for sharing light paths across views cannot handle heterogeneous participating media and classical estimators are not optimal in this context. We address these issues by proposing three key ideas. First, we propose new volume shift mappings to transform light paths from one view to another within the recently introduced null‐scattering framework, taking into account changes in density along the transformed path. Second, we generate a shared path suffix that best contributes to a subset of views, thus effectively reducing variance. Third, we introduce the multiple weighted importance sampling estimator that benefits from multiple importance sampling for combining sampling strategies, and from weighted importance sampling for reducing the variance due to non contributing strategies. We observed significant reuse when views largely overlap, with no visible bias and reduced variance compared to regular path tracing at equal time. Our method further readily integrates into existing volumetric path tracing pipelines. Basile Fraboni, Antoine Webanck, Nicolas Bonneel, Jean-Claude Iehl |
Comput. Graph. Forum | 3 |
| 2022 | MatBuilder: mastering sampling uniformity over projectionsabstractMany applications ranging from quasi-Monte Carlo integration over optimal control to neural networks benefit from high-dimensional, highly uniform samples. In the case of computer graphics, and more particularly in rendering, despite the need for uniformity, several sub-problems expose a low-dimensional structure. In this context, mastering sampling uniformity over projections while preserving high-dimensional uniformity has been intrinsically challenging. This difficulty may explain the relatively small number of mathematical constructions for such samplers. We propose a novel approach by showing that uniformity constraints can be expressed as an integer linear program that results in a sampler with the desired properties. As it turns out, complex constraints are easy to describe by means of stratification and sequence properties of digital nets. Formalized using generator matrix determinants, our new MatBuilder software solves the set of constraints by iterating the linear integer program solver in a greedy fashion to compute a problem-specific set of generator matrices that can be used as a drop-in replacement in the popular digital net samplers. The samplers created by MatBuilder achieve the uniformity of classic low discrepancy sequences. More importantly, we demonstrate the benefit of the unprecedented versatility of our constraint approach with respect to low-dimensional problem structure for several applications. Loïs Paulin, Nicolas Bonneel, David Coeurjolly, Jean-Claude Iehl, Alexander Keller 0001, Victor Ostromoukhov |
ACM Trans. Graph. | 2 |
| 2021 | Perceptual quality of BRDF approximations: dataset and metricsabstractAbstract Bidirectional Reflectance Distribution Functions (BRDFs) are pivotal to the perceived realism in image synthesis. While measured BRDF datasets are available, reflectance functions are most of the time approximated by analytical formulas for storage efficiency reasons. These approximations are often obtained by minimizing metrics such as L2—or weighted quadratic—distances, but these metrics do not usually correlate well with perceptual quality when the BRDF is used in a rendering context, which motivates a perceptual study. The contributions of this paper are threefold. First, we perform a large‐scale user study to assess the perceptual quality of 2026 BRDF approximations, resulting in 84138 judgments across 1005 unique participants. We explore this dataset and analyze perceptual scores based on material type and illumination. Second, we assess nine analytical BRDF models in their ability to approximate tabulated BRDFs. Third, we assess several image‐based and BRDF‐based (Lp, optimal transport and kernel distance) metrics in their ability to approximate perceptual similarity judgments. Guillaume Lavoué, Nicolas Bonneel, Jean-Philippe Farrugia, Cyril Soler |
Comput. Graph. Forum | 2 |
| 2021 | Cascaded Sobol' samplingabstractRendering quality is largely influenced by the samplers used in Monte Carlo integration. Important factors include sample uniformity (e.g., low discrepancy) in the high-dimensional integration domain, sample uniformity in lower-dimensional projections, and lack of dominant structures that could result in aliasing artifacts. A widely used and successful construction is the Sobol' sequence that guarantees good high-dimensional uniformity and consequently results in faster convergence of quasi-Monte Carlo integration. We show that this sequence exhibits low uniformity and dominant structures in low-dimensional projections. These structures impair quality in the context of rendering, as they precisely occur in the 2-dimensional projections used for sampling light sources, reflectance functions, or the camera lens or sensor. We propose a new cascaded construction, which, despite dropping the sequential aspect of Sobol' samples, produces point sets exhibiting provably perfect dyadic partitioning (and therefore, excellent uniformity) in consecutive 2-dimensional projections, while preserving good high-dimensional uniformity. By optimizing the initialization parameters and performing Owen scrambling at finer levels of binary representations, we further improve over Sobol's integration convergence rate. Our method does not incur any overhead as compared to the generation of the Sobol' sequence, is compatible with Owen scrambling and can be used in rendering applications. Loïs Paulin, David Coeurjolly, Jean-Claude Iehl, Nicolas Bonneel, Alexander Keller 0001, Victor Ostromoukhov |
ACM Trans. Graph. | 4 |
| 2020 | Code replicability in computer graphicsabstractBeing able to duplicate published research results is an important process of conducting research whether to build upon these findings or to compare with them. This process is called "replicability" when using the original authors' artifacts (e.g., code), or "reproducibility" otherwise (e.g., re-implementing algorithms). Reproducibility and replicability of research results have gained a lot of interest recently with assessment studies being led in various fields, and they are often seen as a trigger for better result diffusion and transparency. In this work, we assess replicability in Computer Graphics, by evaluating whether the code is available and whether it works properly. As a proxy for this field we compiled, ran and analyzed 151 codes out of 374 papers from 2014, 2016 and 2018 SIGGRAPH conferences. This analysis shows a clear increase in the number of papers with available and operational research codes with a dependency on the subfields, and indicates a correlation between code replicability and citation count. We further provide an interactive tool to explore our results and evaluation data. Nicolas Bonneel, David Coeurjolly, Julie Digne, Nicolas Mellado |
ACM Trans. Graph. | 1 |
| 2020 | Sliced optimal transport samplingabstractIn this paper, we introduce a numerical technique to generate sample distributions in arbitrary dimension for improved accuracy of Monte Carlo integration. We point out that optimal transport offers theoretical bounds on Monte Carlo integration error, and that the recently-introduced numerical framework of sliced optimal transport (SOT) allows us to formulate a novel and efficient approach to generating well-distributed high-dimensional pointsets. The resulting sliced optimal transport sampling, solely involving repeated 1D solves, is particularly simple and efficient for the common case of a uniform density over a d -dimensional ball. We also construct a volume-preserving map from a d -ball to a d -cube (generalizing the Shirley-Chiu mapping to arbitrary dimensions) to offer fast SOT sampling over d -cubes. We provide ample numerical evidence of the improvement in Monte Carlo integration accuracy that SOT sampling brings compared to existing QMC techniques, and derive a projective variant for rendering which rivals, and at times outperforms, current sampling strategies using low-discrepancy sequences or optimized samples. Loïs Paulin, Nicolas Bonneel, David Coeurjolly, Jean-Claude Iehl, Antoine Webanck, Mathieu Desbrun, Victor Ostromoukhov |
ACM Trans. Graph. | 2 |
| 2019 | SPOT: sliced partial optimal transportabstractOptimal transport research has surged in the last decade with wide applications in computer graphics. In most cases, however, it has focused on the special case of the so-called "balanced" optimal transport problem, that is, the problem of optimally matching positive measures of equal total mass. While this approach is suitable for handling probability distributions as their total mass is always equal to one, it precludes other applications manipulating disparate measures. Our paper proposes a fast approach to the optimal transport of constant distributions supported on point sets of different cardinality via one-dimensional slices. This leads to one-dimensional partial assignment problems akin to alignment problems encountered in genomics or text comparison. Contrary to one-dimensional balanced optimal transport that leads to a trivial linear-time algorithm, such partial optimal transport, even in 1-d, has not seen any closed-form solution nor very efficient algorithms to date. We provide the first efficient 1-d partial optimal transport solver. Along with a quasilinear time problem decomposition algorithm, it solves 1-d assignment problems consisting of up to millions of Dirac distributions within fractions of a second in parallel. We handle higher dimensional problems via a slicing approach, and further extend the popular iterative closest point algorithm using optimal transport - an algorithm we call Fast Iterative Sliced Transport. We illustrate our method on computer graphics applications such a color transfer and point cloud registration. Nicolas Bonneel, David Coeurjolly |
ACM Trans. Graph. | 1 |
| 2018 | Correcting motion distortions in time-of-flight imagingabstractTime-of-flight point cloud acquisition systems have grown in precision and robustness over the past few years. However, even subtle motion can induce significant distortions due to the long acquisition time. In contrast, there exists sensors that produce depth maps at a higher frame rate, but they suffer from low resolution and accuracy. In this paper, we correct distortions produced by small motions in time-of-flight acquisitions and even output a corrected animated sequence by combining a slow but high-resolution time-of-flight LiDAR system and a fast but low-resolution consumer depth sensor. We cast the problem as a curve-to-volume registration, by seeing a LiDAR point cloud as a curve in a 4-dimensional spacetime and the captured low-resolution depth video as a 4-dimensional spacetime volume. Our approach starts by registering both captured sequences in 4D, in a coarse-to-fine approach. It then computes an optical flow between the low-resolution frames and finally transfers high-resolution details by advecting along the flow. We demonstrate the efficiency of our approach on both synthetic data, on which we can compute registration errors, and real data. Beatrix-Emoke Fülöp-Balogh, Nicolas Bonneel, Julie Digne |
MIG | 2 |
| 2018 | Mumford-Shah Mesh Processing using the Ambrosio-Tortorelli FunctionalabstractAbstract The Mumford‐Shah functional approximates a function by a piecewise smooth function. Its versatility makes it ideal for tasks such as image segmentation or restoration, and it is now a widespread tool of image processing. Recent work has started to investigate its use for mesh segmentation and feature lines detection, but we take the stance that the power of this functional could reach far beyond these tasks and integrate the everyday mesh processing toolbox. In this paper, we discretize an Ambrosio‐Tortorelli approximation via a Discrete Exterior Calculus formulation. We show that, combined with a new shape optimization routine, several mesh processing problems can be readily tackled within the same framework. In particular, we illustrate applications in mesh denoising, normal map embossing, mesh inpainting and mesh segmentation. Nicolas Bonneel, David Coeurjolly, Pierre Gueth, Jacques-Olivier Lachaud |
Comput. Graph. Forum | 1 |
| 2018 | Wasserstein Dictionary Learning: Optimal Transport-Based Unsupervised Nonlinear Dictionary LearningabstractThis paper introduces a new nonlinear dictionary learning method for histograms in the probability simplex. The method leverages optimal transport theory, in the sense that our aim is to reconstruct histograms using so-called displacement interpolations (a.k.a. Wasserstein barycenters) between dictionary atoms; such atoms are themselves synthetic histograms in the probability simplex. Our method simultaneously estimates such atoms and, for each datapoint, the vector of weights that can optimally reconstruct it as an optimal transport barycenter of such atoms. Our method is computationally tractable thanks to the addition of an entropic regularization to the usual optimal transportation problem, leading to an approximation scheme that is efficient, parallel, and simple to differentiate. Both atoms and weights are learned using a gradient-based descent method. Gradients are obtained by automatic differentiation of the generalized Sinkhorn iterations that yield barycenters with entropic smoothing. Because of its formulation relying on Wasserstein barycenters instead of the usual matrix product between dictionary and codes, our method allows for nonlinear relationships between atoms and the reconstruction of input data. We illustrate its application in several different image processing settings. Morgan A. Schmitz, Matthieu Heitz, Nicolas Bonneel, Fred Maurice Ngolè Mboula, David Coeurjolly, Marco Cuturi, Gabriel Peyré, Jean-Luc Starck |
SIAM J. Imaging Sci. | 3 |
| 2017 | Intrinsic Decompositions for Image EditingabstractIntrinsic images are a mid-level representation of an image that decompose the image into reflectance and illumination layers. The reflectance layer captures the color/texture of surfaces in the scene, while the illumination layer captures shading effects caused by interactions between scene illumination and surface geometry. Intrinsic images have a long history in computer vision and recently in computer graphics, and have been shown to be a useful representation for tasks ranging from scene understanding and reconstruction to image editing. In this report, we review and evaluate past work on this problem. Specifically, we discuss each work in terms of the priors they impose on the intrinsic image problem. We introduce a new synthetic ground-truth dataset that we use to evaluate the validity of these priors and the performance of the methods. Finally, we evaluate the performance of the different methods in the context of image-editing applications. Nicolas Bonneel, Balazs Kovacs, Sylvain Paris, Kavita Bala |
Comput. Graph. Forum | 1 |
| 2017 | Consistent Video Filtering for Camera ArraysabstractVisual formats have advanced beyond single-view images and videos: 3D movies are commonplace, researchers have developed multi-view navigation systems, and VR is helping to push light field cameras to mass market. However, editing tools for these media are still nascent, and even simple filtering operations like color correction or stylization are problematic: naively applying image filters per frame or per view rarely produces satisfying results due to time and space inconsistencies. Our method preserves and stabilizes filter effects while being agnostic to the inner working of the filter. It captures filter effects in the gradient domain, then uses input frame gradients as a reference to impose temporal and spatial consistency. Our least-squares formulation adds minimal overhead compared to naive data processing. Further, when filter cost is high, we introduce a filter transfer strategy that reduces the number of per-frame filtering computations by an order of magnitude, with only a small reduction in visual quality. We demonstrate our algorithm on several camera array formats including stereo videos, light fields, and wide baselines. Nicolas Bonneel, James Tompkin 0001, Deqing Sun, Oliver Wang, Kalyan Sunkavalli, Sylvain Paris, Hanspeter Pfister |
Comput. Graph. Forum | 1 |
| 2016 | Continuous semantic description of 3D meshes
Vincent Léon, Nicolas Bonneel, Guillaume Lavoué, Jean-Philippe Vandeborre |
Comput. Graph. | 2 |
| 2016 | Wasserstein barycentric coordinates: histogram regression using optimal transportabstractThis article defines a new way to perform intuitive and geometrically faithful regressions on histogram-valued data. It leverages the theory of optimal transport, and in particular the definition of Wasserstein barycenters, to introduce for the first time the notion of barycentric coordinates for histograms. These coordinates take into account the underlying geometry of the ground space on which the histograms are defined, and are thus particularly meaningful for applications in graphics to shapes, color or material modification. Beside this abstract construction, we propose a fast numerical optimization scheme to solve this backward problem (finding the barycentric coordinates of a given histogram) with a low computational overhead with respect to the forward problem (computing the barycenter). This scheme relies on a backward algorithmic differentiation of the Sinkhorn algorithm which is used to optimize the entropic regularization of Wasserstein barycenters. We showcase an illustrative set of applications of these Wasserstein coordinates to various problems in computer graphics: shape approximation, BRDF acquisition and color editing. Nicolas Bonneel, Gabriel Peyré, Marco Cuturi |
ACM Trans. Graph. | 1 |
| 2015 | Efficient Decomposition of Image and Mesh Graphs by Lifted MulticutsabstractFormulations of the Image Decomposition Problem [18] as a Multicut Problem (MP) w.r.t. a superpixel graph have received considerable attention. In contrast, instances of the MP w.r.t. a pixel grid graph have received little attention, firstly, because the MP is NP-hard and instances w.r.t. a pixel grid graph are hard to solve in practice, and, secondly, due to the lack of long-range terms in the objective function of the MP. We propose a generalization of the MP with long-range terms (LMP). We design and implement two efficient algorithms (primal feasible heuristics) for the MP and LMP which allow us to study instances of both problems w.r.t. the pixel grid graphs of the images in the BSDS-500 benchmark. The decompositions we obtain do not differ significantly from the state of the art, suggesting that the LMP is a competitive formulation of the Image Decomposition Problem. To demonstrate the generality of the LMP, we apply it also to the Mesh Decomposition Problem posed by the Princeton benchmark [16], obtaining state-of-the-art decompositions. Margret Keuper, Evgeny Levinkov, Nicolas Bonneel, Guillaume Lavoué, Thomas Brox, Bjoern Andres |
ICCV | 3 |
| 2015 | Blind video temporal consistencyabstractExtending image processing techniques to videos is a non-trivial task; applying processing independently to each video frame often leads to temporal inconsistencies, and explicitly encoding temporal consistency requires algorithmic changes. We describe a more general approach to temporal consistency. We propose a gradient-domain technique that is blind to the particular image processing algorithm. Our technique takes a series of processed frames that suffers from flickering and generates a temporally-consistent video sequence. The core of our solution is to infer the temporal regularity from the original unprocessed video, and use it as a temporal consistency guide to stabilize the processed sequence. We formally characterize the frequency properties of our technique, and demonstrate, in practice, its ability to stabilize a wide range of popular image processing techniques including enhancement and stylization of color and tone, intrinsic images, and depth estimation. Nicolas Bonneel, James Tompkin 0001, Kalyan Sunkavalli, Deqing Sun, Sylvain Paris, Hanspeter Pfister |
ACM Trans. Graph. | 1 |
| 2014 | Time-Lapse Photometric Stereo and ApplicationsabstractAbstract This paper presents a technique to recover geometry from time‐lapse sequences of outdoor scenes. We build upon photometric stereo techniques to recover approximate shadowing, shading and normal components allowing us to alter the material and normals of the scene. Previous work in analyzing such images has faced two fundamental difficulties: 1. the illumination in outdoor images consists of time‐varying sunlight and skylight, and 2. the motion of the sun is restricted to a near‐planar arc through the sky, making surface normal recovery unstable. We develop methods to estimate the reflection component due to skylight illumination. We also show that sunlight directions are usually non‐planar, thus making surface normal recovery possible. This allows us to estimate approximate surface normals for outdoor scenes using a single day of data. We demonstrate the use of these surface normals for a number of image editing applications including reflectance, lighting, and normal editing. Fangyang Shen, Kalyan Sunkavalli, Nicolas Bonneel, Szymon Rusinkiewicz, Hanspeter Pfister, Xin Tong 0001 |
Comput. Graph. Forum | 3 |
| 2013 | Example-based video color gradingabstractIn most professional cinema productions, the color palette of the movie is painstakingly adjusted by a team of skilled colorists -- through a process referred to as color grading -- to achieve a certain visual look. The time and expertise required to grade a video makes it difficult for amateurs to manipulate the colors of their own video clips. In this work, we present a method that allows a user to transfer the color palette of a model video clip to their own video sequence. We estimate a per-frame color transform that maps the color distributions in the input video sequence to that of the model video clip. Applying this transformation naively leads to artifacts such as bleeding and flickering. Instead, we propose a novel differential-geometry-based scheme that interpolates these transformations in a manner that minimizes their curvature, similarly to curvature flows. In addition, we automatically determine a set of keyframes that best represent this interpolated transformation curve, and can be used subsequently, to manually refine the color grade. We show how our method can successfully transfer color palettes between videos for a range of visual styles and a number of input video clips. Nicolas Bonneel, Kalyan Sunkavalli, Sylvain Paris, Hanspeter Pfister |
ACM Trans. Graph. | 1 |
| 2011 | Displacement interpolation using Lagrangian mass transportabstractInterpolation between pairs of values, typically vectors, is a fundamental operation in many computer graphics applications. In some cases simple linear interpolation yields meaningful results without requiring domain knowledge. However, interpolation between pairs of distributions or pairs of functions often demands more care because features may exhibit translational motion between exemplars. This property is not captured by linear interpolation. This paper develops the use of displacement interpolation for this class of problem, which provides a generic method for interpolating between distributions or functions based on advection instead of blending. The functions can be non-uniformly sampled, high-dimensional, and defined on non-Euclidean manifolds, e.g., spheres and tori. Our method decomposes distributions or functions into sums of radial basis functions (RBFs). We solve a mass transport problem to pair the RBFs and apply partial transport to obtain the interpolated function. We describe practical methods for computing the RBF decomposition and solving the transport problem. We demonstrate the interpolation approach on synthetic examples, BRDFs, color distributions, environment maps, stipple patterns, and value functions. Nicolas Bonneel, Michiel van de Panne, Sylvain Paris, Wolfgang Heidrich |
ACM Trans. Graph. | 1 |
| 2011 | Relighting Photographs of Tree CanopiesabstractWe present an image-based approach to relighting photographs of tree canopies. Our goal is to minimize capture overhead; thus the only input required is a set of photographs of the tree taken at a single time of day, while allowing relighting at any other time. We first analyze lighting in a tree canopy both theoretically and using simulations. From this analysis, we observe that tree canopy lighting is similar to volumetric illumination. We assume a single-scattering volumetric lighting model for tree canopies, and diffuse leaf reflectance; we validate our assumptions with synthetic renderings. We create a volumetric representation of the tree from 10-12 images taken at a single time of day and use a single-scattering participating media lighting model. An analytical sun and sky illumination model provides consistent representation of lighting for the captured input and unknown target times. We relight the input image by applying a ratio of the target and input time lighting representations. We compute this representation efficiently by simultaneously coding transmittance from the sky and to the eye in spherical harmonics. We validate our method by relighting images of synthetic trees and comparing to path-traced solutions. We also present results for photographs, validating with time-lapse ground truth sequences. Marcio Cabral, Nicolas Bonneel, Sylvain Lefebvre 0001, George Drettakis |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2010 | Bimodal perception of audio-visual material properties for virtual environmentsabstractHigh-quality rendering of both audio and visual material properties is very important in interactive virtual environments, since convincingly rendered materials increase realism and the sense of immersion. We studied how the level of detail of auditory and visual stimuli interact in the perception of audio-visual material rendering quality. Our study is based on perception of material discrimination, when varying the levels of detail of modal synthesis for sound, and bidirectional reflectance distribution functions for graphics. We performed an experiment for two different models (a Dragon and a Bunny model) and two material types (plastic and gold). The results show a significant interaction between auditory and visual level of detail in the perception of material similarity, when comparing approximate levels of detail to a high-quality audio-visual reference rendering. We show how this result can contribute to significant savings in computation time in an interactive audio-visual rendering system. To our knowledge, this is the first study that shows interaction of audio and graphics representation in a material perception task. Nicolas Bonneel, Clara Suied, Isabelle Viaud-Delmon, George Drettakis |
ACM Trans. Appl. Percept. | 1 |
| 2009 | Efficient and practical audio-visual rendering for games using crossmodal perceptionabstractHAL is a multi-disciplinary open access archive for the deposit and dissemination of sci-entific research documents, whether they are pub-lished or not. The documents may come from teaching and research institutions in France or abroad, or from public or private research centers. L’archive ouverte pluridisciplinaire HAL, est destinée au dépôt et a ̀ la diffusion de documents scientifiques de niveau recherche, publiés ou non, émanant des établissements d’enseignement et de recherche français ou étrangers, des laboratoires publics ou privés. David Grelaud, Nicolas Bonneel, Michael Wimmer 0001, Manuel Asselot, George Drettakis |
SI3D | 2 |
| 2009 | Single Photo Estimation of Hair AppearanceabstractAbstract Significant progress has been made in high‐quality hair rendering, but it remains difficult to choose parameter values that reproduce a given real hair appearance. In particular, for applications such as games where naive users want to create their own avatars, tuning complex parameters is not practical. Our approach analyses a single flash photograph and estimates model parameters that reproduce the visual likeness of the observed hair. The estimated parameters include color absorptions, three reflectance lobe parameters of a multiple‐scattering rendering model, and a geometric noise parameter. We use a novel melanin‐based model to capture the natural subspace of hair absorption parameters. At its core, the method assumes that images of hair with similar color distributions are also similar in appearance. This allows us to recast the issue as an image retrieval problem where the photo is matched with a dataset of rendered images; we thus also match the model parameters used to generate these images. An earth‐mover's distance is used between luminance‐weighted color distributions to gauge similarity. We conduct a perceptual experiment to evaluate this metric in the context of hair appearance and demonstrate the method on 64 photographs, showing that it can achieve a visual likeness for a large variety of input photos. Nicolas Bonneel, Sylvain Paris, Michiel van de Panne, Frédo Durand, George Drettakis |
Comput. Graph. Forum | 1 |
| 2008 | Fast modal sounds with scalable frequency-domain synthesisabstractAudio rendering of impact sounds, such as those caused by falling objects or explosion debris, adds realism to interactive 3D audiovisual applications, and can be convincingly achieved using modal sound synthesis. Unfortunately, mode-based computations can become prohibitively expensive when many objects, each with many modes, are impacted simultaneously. We introduce a fast sound synthesis approach, based on short-time Fourier Tranforms, that exploits the inherent sparsity of modal sounds in the frequency domain. For our test scenes, this "fast mode summation" can give speedups of 5--8 times compared to a time-domain solution, with slight degradation in quality. We discuss different reconstruction windows, affecting the quality of impact sound "attacks". Our Fourier-domain processing method allows us to introduce a scalable, real-time, audio processing pipeline for both recorded and modal sounds, with auditory masking and sound source clustering. To avoid abrupt computation peaks, such as during the simultaneous impacts of an explosion, we use crossmodal perception results on audiovisual synchrony to effect temporal scheduling. We also conducted a pilot perceptual user evaluation of our method. Our implementation results show that we can treat complex audiovisual scenes in real time with high quality. Nicolas Bonneel, George Drettakis, Nicolas Tsingos, Isabelle Viaud-Delmon, Doug L. James |
ACM Trans. Graph. | 1 |
| 2007 | An Interactive Perceptual Rendering Pipeline using Contrast and Spatial Masking
George Drettakis, Nicolas Bonneel, Carsten Dachsbacher, Sylvain Lefebvre 0001, Michael Schwarz 0003, Isabelle Viaud-Delmon |
Rendering Techniques | 2 |
| 2007 | Progressive perceptual audio rendering of complex scenesabstractDespite recent advances, including sound source clustering and perceptual auditory masking, high quality rendering of complex virtual scenes with thousands of sound sources remains a challenge. Two major bottlenecks appear as the scene complexity increases: the cost of clustering itself, and the cost of pre-mixing source signals within each cluster. Thomas Moeck, Nicolas Bonneel, Nicolas Tsingos, George Drettakis, Isabelle Viaud-Delmon, David Alloza |
SI3D | 2 |