Loïc Barthe

dblp:b/LoicBarthe · also Loic Barthe · DBLP profile ↗
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47ranked-venue papers
5as first author
12since 2021 · last 2026
0000-0001-9908-3640ORCID · verified

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

Graphics, computer vision, multimedia, augmented reality and games · 45 · 5 first-author · 10 since 2021Human-computer interaction and ubiquitous computing · 5 · 2 since 2021Artificial intelligence and machine learning · 3 · 3 since 2021
YearPublicationVenuePosition
2026 LLaVA³: Representing 3D Scenes Like a Cubist Painter to Boost 3D Scene Understanding of VLMs
abstract
Developing a multi-modal language model capable of understanding 3D scenes remains challenging due to the limited availability of 3D training data, in contrast to the abundance of 2D datasets used for vision-language models (VLMs). As an alternative, we introduce LLaVA³ (pronounced LLaVA Cube), a novel method that improves the 3D scene understanding capabilities of VLMs using only multi-view 2D images, and without requiring any fine-tuning. Inspired by Cubist painters, who represented multiple viewpoints of a 3D object within a single 2D picture, we propose to describe the 3D scene for the VLM through omnidirectional visual representations of each object. These representations are derived from an intermediate multi-view 3D reconstruction of the scene. Extensive experiments on 3D visual question answering and 3D language grounding show that our approach significantly outperforms previous 2D-based VLM solutions.
Doriand Petit, Steve Bourgeois, Vincent Gay-Bellile, Florian Chabot, Loïc Barthe
AAAI5
2026 Shape Modeling International (SMI) 2022 Awards: Interviews with SMI'2022 Award Winners
Brian Wyvill, Ergun Akleman, Bianca Falcidieno, Loïc Barthe
Comput. Graph.4
2026 GT-ICP: A General Temporal ICP algorithm for simultaneous frame-to-frame registration and motion compensation
abstract
Rigid registration of 3D point clouds is a fundamental process in computer graphics, computer vision and robotics. A widely used approach for registering two point clouds is the Iterative Corresponding Point (ICP). Over the years, ICP algorithms have been intensively studied for improving their robustness and versatility. With modern acquisition devices, it becomes common to acquire geometries with fast motion while most of the acquisition systems rely on a rolling shutters technology: within a frame, acquisition is performed at different times for each location. In case of fast motion or relatively-low frame-rate, this leads to motion distortions that are not directly handled by classical frame-to-frame registration. Our contribution is a new formulation of the ICP, denoted General Temporal Iterative Closest Point ( GT-ICP ), that simultaneously solves the registration and the motion compensation problems between successive LiDAR frames. In contrast to previous work, we explicitly take into account the acquisition time of each individual point in the ICP frame-to-frame optimization. We demonstrate and compare our reformulation on several variants of the ICP algorithm and motion distortion correction techniques, applied both on simulated and acquired data.
Chems-Eddine Himeur, Loïc Barthe, Laurent Jobart, Nicolas Mellado
Graph. Model.2
2025 DiSCO-3D : Discovering and Segmenting Sub-Concepts from Open-Vocabulary Queries in NeRF
abstract
3D semantic segmentation provides high-level scene understanding for applications in robotics, autonomous systems, \textit{etc}. Traditional methods adapt exclusively to either task-specific goals (open-vocabulary segmentation) or scene content (unsupervised semantic segmentation). We propose DiSCO-3D, the first method addressing the broader problem of 3D Open-Vocabulary Sub-concepts Discovery, which aims to provide a 3D semantic segmentation that adapts to both the scene and user queries. We build DiSCO-3D on Neural Fields representations, combining unsupervised segmentation with weak open-vocabulary guidance. Our evaluations demonstrate that DiSCO-3D achieves effective performance in Open-Vocabulary Sub-concepts Discovery and exhibits state-of-the-art results in the edge cases of both open-vocabulary and unsupervised segmentation.
Doriand Petit, Steve Bourgeois, Vincent Gay-Bellile, Florian Chabot, Loïc Barthe
ICCV5
2024 RING-NeRF : Rethinking Inductive Biases for Versatile and Efficient Neural Fields
Doriand Petit, Steve Bourgeois, Dumitru Pavel, Vincent Gay-Bellile, Florian Chabot, Loïc Barthe
ECCV (35)6
2024 Computing properties of subdivision schemes using small real Fourier indexed matrices
Cédric Gérot, Loïc Barthe, Neil A. Dodgson, Malcolm A. Sabin
Comput. Aided Geom. Des.2
2023 User-Driven Constraints for Layout Optimisation in Augmented Reality
abstract
Automatic layout optimisation allows users to arrange augmented reality content in the real-world environment without the need for tedious manual interactions. This optimisation is often based on modelling the intended content placement as constraints, defined as cost functions. Then, applying a cost minimization algorithm leads to a desirable placement. However, such an approach is limited by the lack of user control over the optimisation results. In this paper we explore the concept of user-driven constraints for augmented reality layout optimisation. With our approach users can define and set up their own constraints directly within the real-world environment. We first present a design space composed of three dimensions: the constraints, the regions of interest and the constraint parameters. Then we explore which input gestures can be employed to define the user-driven constraints of our design space through a user elicitation study. Using the results of the study, we propose a holistic system design and implementation demonstrating our user-driven constraints, which we evaluate in a final user study where participants had to create several constraints at the same time to arrange a set of virtual contents.
Aziz Niyazov, Barrett Ens, Kadek Ananta Satriadi, Nicolas Mellado, Loïc Barthe, Tim Dwyer, Marcos Serrano
CHI5
2022 Automatic shape adjustment at joints for the implicit skinning
Olivier Hachette, Florian Canezin, Rodolphe Vaillant, Nicolas Mellado, Loïc Barthe
Comput. Graph.5
2022 Recursive analytic spherical harmonics gradient for spherical lights
abstract
Abstract When rendering images using Spherical Harmonics (SH), the projection of a spherical function on the SH basis remains a computational challenge both for high‐frequency functions and for emission functions from complex light sources. Recent works investigate efficient SH projection of the light field coming from polygonal and spherical lights. To further reduce the rendering time, instead of computing the SH coefficients at each vertex of a mesh or at each fragment on an image, it has been shown, for polygonal area light, that computing both the SH coefficients and their spatial gradients on a grid covering the scene allows the efficient and accurate interpolation of these coefficients at each shaded point. In this paper, we develop analytical recursive formulae to compute the spatial gradients of SH coefficients for spherical light. This requires the efficient computation of the spatial gradients of the SH basis function that we also derive. Compared to existing method for polygonal light, our method is faster, requires less memory and scales better with respect to the SH band limit. We also show how to approximate polygonal lights using spherical lights to benefit from our derivations. To demonstrate the effectiveness of our proposal, we integrate our algorithm in a shading system able to render fully dynamic scenes with several hundreds of spherical lights in real time.
Pierre Mézières, Nicolas Mellado, Loïc Barthe, Mathias Paulin
Comput. Graph. Forum3
2022 PCEDNet: A Lightweight Neural Network for Fast and Interactive Edge Detection in 3D Point Clouds
abstract
In recent years, Convolutional Neural Networks (CNN) have proven to be efficient analysis tools for processing point clouds, e.g., for reconstruction, segmentation, and classification. In this article, we focus on the classification of edges in point clouds, where both edges and their surrounding are described. We propose a new parameterization adding to each point a set of differential information on its surrounding shape reconstructed at different scales. These parameters, stored in a Scale-Space Matrix (SSM) , provide a well-suited information from which an adequate neural network can learn the description of edges and use it to efficiently detect them in acquired point clouds. After successfully applying a multi-scale CNN on SSMs for the efficient classification of edges and their neighborhood, we propose a new lightweight neural network architecture outperforming the CNN in learning time, processing time, and classification capabilities. Our architecture is compact, requires small learning sets, is very fast to train, and classifies millions of points in seconds.
Chems-Eddine Himeur, Thibault Lejemble, Thomas Pellegrini, Mathias Paulin, Loïc Barthe, Nicolas Mellado
ACM Trans. Graph.5
2021 Stable and efficient differential estimators on oriented point clouds
abstract
Abstract Point clouds are now ubiquitous in computer graphics and computer vision. Differential properties of the point‐sampled surface, such as principal curvatures, are important to estimate in order to locally characterize the scanned shape. To approximate the surface from unstructured points equipped with normal vectors, we rely on the Algebraic Point Set Surfaces (APSS) [GG07] for which we provide convergence and stability proofs for the mean curvature estimator. Using an integral invariant viewpoint, this first contribution links the algebraic sphere regression involved in the APSS algorithm to several surface derivatives of different orders. As a second contribution, we propose an analytic method to compute the shape operator and its principal curvatures from the fitted algebraic sphere. We compare our method to the state‐of‐the‐art with several convergence and robustness tests performed on a synthetic sampled surface. Experiments show that our curvature estimations are more accurate and stable while being faster to compute compared to previous methods. Our differential estimators are easy to implement with little memory footprint and only require a unique range neighbors query per estimation. Its highly parallelizable nature makes it appropriate for processing large acquired data, as we show in several real‐world experiments.
Thibault Lejemble, David Coeurjolly, Loïc Barthe, Nicolas Mellado
Comput. Graph. Forum3
2021 Dynamic Decals: Pervasive Freeform Interfaces Using Constrained Deformable Graphical Elements
abstract
Pervasive interfaces can present relevant information anywhere in our environment, and they are thus challenged by the non rectilinearity of the display surface (e.g. circular table) and by the presence of objects that can partially occlude the interface (e.g. a book or cup on the table). To tackle this problem, we propose a novel solution based on two core contributions: the decomposition of the interface into deformable graphical units, called Dynamic Decals, and the control of their position and behaviour by a constraint-based approach. Our approach dynamically deforms the interface when needed while minimizing the impact on its visibility and layout properties. To do so, we extend previous work on implicit deformations to propose and experimentally validate functions defining different decal shapes and new deformers modeling decal deformations when they collide. Then, we interactively optimize the decal placements according to the interface geometry and their interrelations. Relations are modeled as constraints and the interface evolution results from an easy and efficient to solve minimization problem. Our approach is validated by a user study showing that, compared to two baselines, Dynamic decals is an aesthetically pleasant interface that preserves visibility, layout and aesthetic properties.
Aziz Niyazov, Nicolas Mellado, Loïc Barthe, Marcos Serrano
Proc. ACM Hum. Comput. Interact.3
2020 Persistence Analysis of Multi-scale Planar Structure Graph in Point Clouds
abstract
Abstract Modern acquisition techniques generate detailed point clouds that sample complex geometries. For instance, we are able to produce millimeter‐scale acquisition of whole buildings. Processing and exploring geometrical information within such point clouds requires scalability, robustness to acquisition defects and the ability to model shapes at different scales. In this work, we propose a new representation that enriches point clouds with a multi‐scale planar structure graph. We define the graph nodes as regions computed with planar segmentations at increasing scales and the graph edges connect regions that are similar across scales. Connected components of the graph define the planar structures present in the point cloud within a scale interval. For instance, with this information, any point is associated to one or several planar structures existing at different scales. We then use topological data analysis to filter the graph and provide the most prominent planar structures. Our representation naturally encodes a large range of information. We show how to efficiently extract geometrical details (e.g. tiles of a roof), arrangements of simple shapes (e.g. steps and mean ramp of a staircase), and large‐scale planar proxies (e.g. walls of a building) and present several interactive tools to visualize, select and reconstruct planar primitives directly from raw point clouds. The effectiveness of our approach is demonstrated by an extensive evaluation on a variety of input data, as well as by comparing against state‐of‐the‐art techniques and by showing applications to polygonal mesh reconstruction.
Thibault Lejemble, Claudio Mura, Loïc Barthe, Nicolas Mellado
Comput. Graph. Forum3
2020 Proximity-aware multiple meshes decimation using quadric error metric
Anahid Ghazanfarpour, Nicolas Mellado, Chems-Eddine Himeur, Loïc Barthe, Jean-Pierre Jessel
Graph. Model.4
2020 ISPH-PBD: coupled simulation of incompressible fluids and deformable bodies
Nadine Abu Rumman, Prapanch Nair, Patric Müller, Loïc Barthe, David Vanderhaeghe
Vis. Comput.4
2019 Skeleton based cage generation guided by harmonic fields
Sara Casti, Marco Livesu, Nicolas Mellado, Nadine Abu Rumman, Riccardo Scateni, Loïc Barthe, Enrico Puppo
Comput. Graph.6
2019 Automatic structuring of organic shapes from a single drawing
Even Entem, Amal Dev Parakkat, Loïc Barthe, M. Ramanathan 0001, Marie-Paule Cani
Comput. Graph.3
2019 Implicit untangling: a robust solution for modeling layered clothing
abstract
We propose a robust method for untangling an arbitrary number of cloth layers, possibly exhibiting deep interpenetrations, to a collision-free state, ready for animation. Our method relies on an intermediate, implicit representation to solve the problem: the user selects a few garments stored in a library together with their implicit approximations, and places them over a mannequin while specifying the desired order between layers. The intersecting implicit surfaces are then combined using a new family of N-ary composition operators, specially designed for untangling layers. Garment meshes are finally projected to the deformed implicit surfaces in linear time, while best preserving triangles and avoiding loss of details. Each of the untangling operators computes the target surface for a given garment in a single step, while accounting for the order between cloth layers and their individual thicknesses. As a group, they guarantee an intersection-free output configuration. Moreover, a weight can be associated with each layer to tune their relative influence during untangling, such as leather being less deformed than cloth. Results for each layer then reflect the combined effect of the other layers, enabling us to output a plausible configuration in contact regions. As our results show, our method can be used to generate plausible, new static shapes of garments when underwear has been added, as well as collision-free configurations enabling a user to safely launch animations of arbitrarily complex layered clothing.
Thomas Buffet, Damien Rohmer, Loïc Barthe, Laurence Boissieux, Marie-Paule Cani
ACM Trans. Graph.3
2018 Dynamic implicit muscles for character skinning
Valentin Roussellet, Nadine Abu Rumman, Florian Canezin, Nicolas Mellado, Ladislav Kavan, Loïc Barthe
Comput. Graph.6
2017 Sketch-based implicit blending
abstract
Implicit models can be combined by using composition operators; functions that determine the resulting shape. Recently, gradient-based composition operators have been used to express a variety of behaviours including smooth transitions, sharp edges, contact surfaces, bulging, or any combinations. The problem for designers is that building new operators is a complex task that requires specialized technical knowledge. In this work, we introduce an automatic method for deriving a gradient-based implicit operator from 2D drawings that prototype the intended visual behaviour. To solve this inverse problem, in which a shape defines a function, we introduce a general template for implicit operators. A user's sketch is interpreted as samples in the 3D operator's domain. We fit the template to the samples with a non-rigid registration approach. The process works at interactive rates and can accommodate successive refinements by the user. The final result can be applied to 3D surfaces as well as to 2D shapes. Our method is able to replicate the effect of any blending operator presented in the literature, as well as generating new ones such as non-commutative operators. We demonstrate the usability of our method with examples in font-design, collision-response modeling, implicit skinning, and complex shape design.
Baptiste Angles, Marco Tarini, Brian Wyvill, Loïc Barthe, Andrea Tagliasacchi
ACM Trans. Graph.4
2017 Constrained palette-space exploration
abstract
Color palettes are widely used by artists to define colors of artworks and explore color designs. In general, artists select the colors of a palette by following a set of rules, e.g. contrast or relative luminance. Existing interactive palette exploration tools explore palette spaces following limited constraints defined as geometric configurations in color space e.g. harmony rules on the color wheel. Palette search algorithms sample palettes from color relations learned from an input dataset, however they cannot provide interactive user edits and palette refinement. We introduce in this work a new versatile formulation enabling the creation of constraint-based interactive palette exploration systems. Our technical contribution is a graph-based palette representation, from which we define palette exploration as a minimization problem that can be solved efficiently and provide real-time feedback. Based on our formulation, we introduce two interactive palette exploration strategies: constrained palette exploration, and for the first time, constrained palette interpolation. We demonstrate the performances of our approach on various application cases and evaluate how it helps users finding trade-offs between concurrent constraints.
Nicolas Mellado, David Vanderhaeghe, Charlotte Hoarau, Sidonie Christophe, Mathieu Brédif, Loïc Barthe
ACM Trans. Graph.6
2015 Modeling 3D animals from a side-view sketch
Even Entem, Loïc Barthe, Marie-Paule Cani, Frederic Cordier, Michiel van de Panne
Comput. Graph.2
2014 Crack-free rendering of dynamically tesselated B-rep models
abstract
Abstract We propose a versatile pipeline to render B‐Rep models interactively, precisely and without rendering‐related artifacts such as cracks. Our rendering method is based on dynamic surface evaluation using both tesselation and ray‐casting, and direct GPU surface trimming. An initial rendering of the scene is performed using dynamic tesselation. The algorithm we propose reliably detects then fills up cracks in the rendered image. Crack detection works in image space, using depth information, while crack‐filling is either achieved in image space using a simple classification process, or performed in object space through selective ray‐casting. The crack filling method can be dynamically changed at runtime. Our image space crack filling approach has a limited runtime cost and enables high quality, real‐time navigation. Our higher quality, object space approach results in a rendering of similar quality than full‐scene ray‐casting, but is 2 to 6 times faster, can be used during navigation and provides accurate, reliable rendering. Integration of our work with existing tesselation‐based rendering engines is straightforward.
Frédéric Claux, Loïc Barthe, David Vanderhaeghe, Jean-Pierre Jessel, Mathias Paulin
Comput. Graph. Forum2
2014 Implicit Decals: Interactive Editing of Repetitive Patterns on Surfaces
abstract
Abstract Texture mapping is an essential component for creating 3D models and is widely used in both the game and the movie industries. Creating texture maps has always been a complex task and existing methods carefully balance flexibility with ease of use. One difficulty in using texturing is the repeated placement of individual textures over larger areas. In this paper, we propose a method which uses decals to place images onto a model. Our method allows the decals to compete for space and to deform as they are being pushed by other decals. A spherical field function is used to determine the position and the size of each decal and the deformation applied to fit the decals. The decals may span multiple objects with heterogeneous representations. Our method does not require an explicit parametrization of the model. As such, varieties of patterns, including repeated patterns like rocks, tiles and scales can be mapped. We have implemented the method using the GPU where placement, size and orientation of thousands of decals are manipulated in real time.
Erwin de Groot, Brian Wyvill, Loïc Barthe, Ahmad H. Nasri, Paul Lalonde
Comput. Graph. Forum3
2014 Robust iso-surface tracking for interactive character skinning
abstract
We present a novel approach to interactive character skinning, which is robust to extreme character movements, handles skin contacts and produces the effect of skin elasticity (sliding). Our approach builds on the idea of implicit skinning in which the character is approximated by a 3D scalar field and mesh-vertices are appropriately re-projected. Instead of being bound by an initial skinning solution used to initialize the shape at each time step, we use the skin mesh to directly track iso-surfaces of the field over time. Technical problems are two-fold: firstly, all contact surfaces generated between skin parts should be captured as iso-surfaces of the implicit field; secondly, the tracking method should capture elastic skin effects when the joints bend, and as the character returns to its rest shape, so the skin must follow. Our solutions include: new composition operators enabling blending effects and local self-contact between implicit surfaces, as well as a tangential relaxation scheme derived from the as-rigid-as possible energy to solve the tracking problem.
Rodolphe Vaillant, Gaël Guennebaud, Loïc Barthe, Brian Wyvill, Marie-Paule Cani
ACM Trans. Graph.3
2013 Adequate inner bound for geometric modeling with compact field functions
Florian Canezin, Gaël Guennebaud, Loïc Barthe
Comput. Graph.3
2013 A gradient-based implicit blend
abstract
We introduce a new family of binary composition operators that solves four major problems of constructive implicit modeling: suppressing bulges when two shapes merge, avoiding unwanted blending at a distance, ensuring that the resulting shape keeps the topology of the union, and enabling sharp details to be added without being blown up. The key idea is that field functions should not only be combined based on their values, but also on their gradients . We implement this idea through a family of C ∞ composition operators evaluated on the GPU for efficiency, and illustrate it by applications to constructive modeling and animation.
Olivier Gourmel, Loïc Barthe, Marie-Paule Cani, Brian Wyvill, Adrien Bernhardt, Mathias Paulin, Herbert Grasberger
ACM Trans. Graph.2
2013 Implicit skinning: real-time skin deformation with contact modeling
abstract
Geometric skinning techniques, such as smooth blending or dual-quaternions, are very popular in the industry for their high performances, but fail to mimic realistic deformations. Other methods make use of physical simulation or control volume to better capture the skin behavior, yet they cannot deliver real-time feedback. In this paper, we present the first purely geometric method handling skin contact effects and muscular bulges in real-time. The insight is to exploit the advanced composition mechanism of volumetric, implicit representations for correcting the results of geometric skinning techniques. The mesh is first approximated by a set of implicit surfaces. At each animation step, these surfaces are combined in real-time and used to adjust the position of mesh vertices, starting from their smooth skinning position. This deformation step is done without any loss of detail and seamlessly handles contacts between skin parts. As it acts as a post-process, our method fits well into the standard animation pipeline. Moreover, it requires no intensive computation step such as collision detection, and therefore provides real-time performances.
Rodolphe Vaillant, Loïc Barthe, Gaël Guennebaud, Marie-Paule Cani, Damien Rohmer, Brian Wyvill, Olivier Gourmel, Mathias Paulin
ACM Trans. Graph.2
2011 Sample-space bright spots removal using density estimation
Anthony Pajot, Loïc Barthe, Mathias Paulin
Graphics Interface2
2011 Effective despeckling of HDR images
abstract
High Dynamic Range (HDR) images are common in computer graphics. In these images, speckles can appear for various reasons, such as high variance for Monte-Carlo-based rendering engines. These speckles are responsible for large artefacts if non-robust post-processing methods are used, such as tonemapping operators relying on a maximal or average luminance value. Ensuring that all post-processing operators are robust is tedious, therefore we propose to handle these speckles before any other processing is done. This way, we ensure that any HDR image post-processing pipeline produces acceptable results.
Anthony Pajot, Loïc Barthe, Mathias Paulin
SIGGRAPH Asia Sketches2
2011 Combinatorial Bidirectional Path-Tracing for Efficient Hybrid CPU/GPU Rendering
abstract
Abstract This paper presents a reformulation of bidirectional path‐tracing that adequately divides the algorithm into processes efficiently executed in parallel on both the CPU and the GPU. We thus benefit from high‐level optimization techniques such as double buffering, batch processing, and asyncronous execution, as well as from the exploitation of most of the CPU, GPU, and memory bus capabilities. Our approach, while avoiding pure GPU implementation limitations (such as limited complexity of shaders, light or camera models, and processed scene data sets), is more than ten times faster than standard bidirectional path‐tracing implementations, leading to performance suitable for production‐oriented rendering engines.
Anthony Pajot, Loïc Barthe, Mathias Paulin, Pierre Poulin
Comput. Graph. Forum2
2011 Representativity for Robust and Adaptive Multiple Importance Sampling
abstract
We present a general method enhancing the robustness of estimators based on multiple importance sampling (MIS) in a numerical integration context. MIS minimizes variance of estimators for a given sampling configuration, but when this configuration is less adapted to the integrand, the resulting estimator suffers from extra variance. We address this issue by introducing the notion of "representativity" of a sampling strategy, and demonstrate how it can be used to increase robustness of estimators, by adapting them to the integrand. We first show how to compute representativities using common rendering informations such as BSDF, photon maps, or caches in order to choose the best sampling strategy for MIS. We then give hints to generalize our method to any integration problem and demonstrate that it can be used successfully to enhance robustness in different common rendering algorithms.
Anthony Pajot, Loïc Barthe, Mathias Paulin, Pierre Poulin
IEEE Trans. Vis. Comput. Graph.2
2010 Implicit Blending Revisited
abstract
Abstract Blending is both the strength and the weakness of functionally based implicit surfaces (such as F‐reps or soft‐objects). While it gives them the unique ability to smoothly merge into a single, arbitrary shape, it makes implicit modelling hard to control since implicit surfaces blend at a distance, in a way that heavily depends on the slope of the field functions that define them. This paper presents a novel, generic solution to blending of functionally‐based implicit surfaces: the insight is that to be intuitive and easy to control, blends should be located where two objects overlap, while enabling other parts of the objects to come as close to each other as desired without being deformed. Our solution relies on automatically defined blending regions around the intersection curves between two objects. Outside of these volumes, a clean union of the objects is computed thanks to a new operator that guarantees the smoothness of the resulting field function; meanwhile, a smooth blend is generated inside the blending regions. Parameters can automatically be tuned in order to prevent small objects from blurring out when blended into larger ones, and to generate a progressive blend when two animated objects come in contact.
Adrien Bernhardt, Loïc Barthe, Marie-Paule Cani, Brian Wyvill
Comput. Graph. Forum2
2010 Fitted BVH for Fast Raytracing of Metaballs
abstract
Abstract Raytracing metaballs is a problem that has numerous applications in the rendering of dynamic soft objects such as fluids. However, current techniques are either limited in the visual effects that they can render or their performance drops as the number of metaballs and their density increase. We present a new acceleration structure based on BVH and kd‐tree for efficient raytracing of a large number of metaballs. This structure is built from an adapted SAH using a fast greedy algorithm and allows the visualization of several hundreds of thousands metaballs at interactive‐to‐real‐time framerates. Our method can handle arbitrary rays to simulate any complex secondary effects such as reflections or soft shadows, and is robust with respect to the density of metaballs. We achieve this performance thanks to a balanced CPU‐GPU (using CUDA) implementation of the animation, structure creation, and rendering.
Olivier Gourmel, Anthony Pajot, Mathias Paulin, Loïc Barthe, Pierre Poulin
Comput. Graph. Forum4
2009 Soft Textured Shadow Volume
abstract
Abstract Efficiently computing robust soft shadows is a challenging and time consuming task. On the one hand, the quality of image‐based shadows is inherently limited by the discrete property of their framework. On the other hand, object‐based algorithms do not exhibit such discretization issues but they can only efficiently deal with triangles having a constant transmittance factor. This paper addresses this limitation. We propose a general algorithm for the computation of robust and accurate soft shadows for triangles with a spatially varying transmittance. We then show how this technique can be efficiently included into object‐based soft shadow algorithms. This results in unified object‐based frameworks for computing robust direct shadows for both standard and perforated triangles in fully animated scenes.
Vincent Forest, Loïc Barthe, Gaël Guennebaud, Mathias Paulin
Comput. Graph. Forum2
2008 Accurate Shadows by Depth Complexity Sampling
abstract
Abstract The accurate generation of soft shadows is a particularly computationally intensive task. In order to reduce rendering time, most real‐time and offline applications decorrelate the generation of shadows from the computation of lighting. In addition to such approximations, they generate shadows using some restrictive assumptions only correct in very specific cases, leading to penumbra over‐estimation or light‐leaking artifacts. In this paper we present an algorithm that produces soft shadows without exhibiting the previous drawbacks. Using a new efficient evaluation of the number of occluders between two points (i.e. the depth complexity) we either modulate direct lighting or numerically solve the rendering equation for direct illumination. Our approach approximates shadows cast by semi‐opaque occluders and naturally handles area lights with spatially varying luminance. Furthermore, depending on the desired performance and quality, the resulting shadows are either very close to, or as accurate as, a ray‐traced reference. As a result, the presented method is well suited to many domains, ranging from quality‐sensitive to performance‐critical applications.
Vincent Forest, Loïc Barthe, Mathias Paulin
Comput. Graph. Forum2
2007 Wavelet encoding of BRDFs for real-time rendering
abstract
Acquired data often provides the best knowledge of a material's bidirectional reflectance distribution function (BRDF). Its integration into most real-time rendering systems requires both data compression and the implementation of the decompression and filtering stages on contemporary graphics processing units (GPUs). This paper improves the quality of real-time per-pixel lighting on GPUs using a wavelet decomposition of acquired BRDFs. Three-dimensional texture mapping with indexing allows us to efficiently compress the BRDF data by exploiting much of the coherency between hemispherical data. We apply built-in hardware filtering and pixel shader flexibility to perform filtering in the full 4D BRDF domain. Anti-aliasing of specular highlights is performed via a progressive level-of-detail technique built upon the multiresolution of the wavelet encoding. This technique increases rendering performance on distant surfaces while maintaining accurate appearance of close ones.
Luc Claustres, Loïc Barthe, Mathias Paulin
Graphics Interface2
2007 High-Quality Adaptive Soft Shadow Mapping
abstract
Abstract The recent soft shadow mapping technique [ GBP06 ] allows the rendering in real‐time of convincing soft shadows on complex and dynamic scenes using a single shadow map. While attractive, this method suffers from shadow overestimation and becomes both expensive and approximate when dealing with large penumbrae. This paper proposes new solutions removing these limitations and hence providing an efficient and practical technique for soft shadow generation. First, we propose a new visibility computation procedure based on the detection of occluder contours, that is more accurate and faster while reducing aliasing. Secondly, we present a shadow map multi‐resolution strategy keeping the computation complexity almost independent on the light size while maintaining high‐quality rendering. Finally, we propose a view‐dependent adaptive strategy, that automatically reduces the screen resolution in the region of large penumbrae, thus allowing us to keep very high frame rates in any situation.
Gaël Guennebaud, Loïc Barthe, Mathias Paulin
Comput. Graph. Forum2
2006 Real-time Soft Shadow Mapping by Backprojection
Gaël Guennebaud, Loïc Barthe, Mathias Paulin
Rendering Techniques2
2005 Interpolatory Refinement for Real-Time Processing of Point-Based Geometry
Gaël Guennebaud, Loïc Barthe, Mathias Paulin
Comput. Graph. Forum2
2004 Subdivision scheme tuning around extraordinary vertices
Loïc Barthe, Leif Kobbelt
Comput. Aided Geom. Des.1
2004 Dynamic surfel set refinement for high-quality rendering
Gaël Guennebaud, Loïc Barthe, Mathias Paulin
Comput. Graph.2
2004 Deferred Splatting
abstract
Abstract In recent years it has been shown that, above a certain complexity, points become the most efficient rendering primitives. Although the programmability of the lastest graphics hardware allows efficient implementation of high quality surface splatting algorithms, their performance remains below those obtained with simpler point based rendering algorithms when they are used for scenes of high complexity. In this paper, our goal is to apply high quality point based rendering algorithms on complex scenes. For this purpose, we show how to take advantage of temporal coherency in a very accurate hardware accelerated point selection algorithm allowing the expensive computations to be peformed only on visible points. Our algorithm is based on a multi‐pass hardware accelerated EWA splatting. It is also suitable for any rendering application since no pre‐process is needed and no assumption is made on the data structure. In addition, we briefly discuss the association of our method with other existing culling techniques and optimization for particular applications. Categories and Subject Descriptors (according to ACM CCS): I.3.3 [Computer Graphics]: Viewing algorithms
Gaël Guennebaud, Loïc Barthe, Mathias Paulin
Comput. Graph. Forum2
2003 Two-dimensional Potential Fields for Advanced Implicit Modeling Operators
abstract
Abstract Current methods for building models using implicit volume techniques present problems defining accurate and controllable blend shapes between implicit primitives. We present new methods to extend the freedom and controllability of implicit volume modeling. The main idea is to use a free‐form curve to define the profile of the blend region between implicit primitives. The use of a free‐form implicit curve, controlled point‐by‐point in the Euclidean user space, allows us to group boolean composition operators with sharp transitions or smooth free‐form transitions in a single modeling metaphor. This idea is generalized for the creation, sculpting and manipulation of volume objects, while providing the user with simplicity, controllability and freedom in implicit modeling. ACM CSS: I.3.5 Computational Gemoetry and Object Modeling—Curve, surface, solid, and object representations
Loïc Barthe, Neil A. Dodgson, Malcolm A. Sabin, Brian Wyvill, Véronique Gaildrat
Comput. Graph. Forum1
2002 Triquadratic Reconstruction for Interactive Modelling of Potential Fields
abstract
We present a data structure for three-dimensional fields C/sup 1/ continuous in the modelling space. Regular grids storing the field values discretely are combined with a triquadratic approximation filter to define volume objects. This association of a grid and an approximation/interpolation filter allows the field to be defined by a C/sup 1/ continuous real function and the surface to be directly visualised from its own equation. We show how accurate and high quality interactive visualisation is obtained during the modelling process, and we explain why the visualisation is faithful to the object definition. We also describe, as an example of application of our data structure, how advanced Boolean operators realised with soft or "functionally controlled" transitions are performed under the influence of an interactive modelling tool.
Loïc Barthe, Benjamin Mora, Neil A. Dodgson, Malcolm A. Sabin
Shape Modeling International1
2002 Triquadratic Reconstruction for Interactive Modelling of Potential Fields (figures 1 and 2)
Loïc Barthe, Benjamin Mora, Neil A. Dodgson, Malcolm A. Sabin
Shape Modeling International1
2001 Implicit Extrusion Fields: General Concepts and Some Simple Applications
abstract
Presents a new interpretation of the binary blending operator of implicit modeling. Instead of considering the operator as a composition of potential functions, we propose to consider it as an implicit curve extruded in an implicit extrusion field. An implicit extrusion field is a 2D space for which each coordinate is a potential field. The study of general concepts around implicit extrusion fields allows us to introduce the theoretical notion of free-form blending, controlled point-by-point by the user. Through the use of functional interpolation functions, we propose modeling tools to create, sculpt or combine implicit primitives by extrusion of a profile in an implicit extrusion field.
Loïc Barthe, Véronique Gaildrat, René Caubet
Shape Modeling International1