Demonstration venue · read-only. Every page can be browsed; the buttons that would change it are switched off. Create an account to run TaxoReview on your own data. A simulation from public publication records: the people listed were not invited and did not agree to review.
? Tutorial for this page

Fabrice Neyret

dblp:n/FabriceNeyret · DBLP profile ↗
← Back
33ranked-venue papers
3as first author
1since 2021 · last 2025
0000-0003-0777-2401ORCID · verified

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

Graphics, computer vision, multimedia, augmented reality and games · 33 · 3 first-author · 1 since 2021Human-computer interaction and ubiquitous computing · 10 · 1 first-author

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
9 papers
Rendering · 40% Geometric modeling and processing · 32% Computational fabrication · 12%

Topics — the 19 heaviest of 21, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computational fabrication
additive manufacturing
0.412020
Freely orientable microstructures for designing deformable 3D prints · ACM Trans. Graph. 2020
Rendering
procedural texture synthesis
0.422019
Procedural phasor noise · ACM Trans. Graph. 2019
Pattern-Based Texturing Revisited · SIGGRAPH 1999
Geometric modeling and processing › shape modeling
microstructure modeling
0.412019
Procedural phasor noise · ACM Trans. Graph. 2019
Geometric modeling and processing › shape modeling › surface modeling
surface detail modeling
0.412019
Procedural phasor noise · ACM Trans. Graph. 2019
Rendering
shading
0.222014
A Survey of Nonlinear Prefiltering Methods for Efficient and Accurate Surface Shading · IEEE Trans. Vis. Comput. Graph. 2012
Filtering Non-Linear TransferFunctions on Surfaces · IEEE Trans. Vis. Comput. Graph. 2014
Visualization and visual analytics › flow visualization
texture advection
0.222011
Lagrangian Texture Advection: Preserving both Spectrum and Velocity Field · IEEE Trans. Vis. Comput. Graph. 2011
Video watercolorization using bidirectional texture advection · ACM Trans. Graph. 2007
Rendering › texture mapping
texture filtering
0.212014
Filtering Non-Linear TransferFunctions on Surfaces · IEEE Trans. Vis. Comput. Graph. 2014
Rendering › texture mapping
displacement mapping
0.212013
Linear efficient antialiased displacement and reflectance mapping · ACM Trans. Graph. 2013
Rendering › bidirectional reflectance distribution function
microfacet BRDF
0.212013
Linear efficient antialiased displacement and reflectance mapping · ACM Trans. Graph. 2013
Rendering › appearance modeling
reflectance filtering
0.212013
Linear efficient antialiased displacement and reflectance mapping · ACM Trans. Graph. 2013
Rendering › antialiasing
prefiltering
0.112012
A Survey of Nonlinear Prefiltering Methods for Efficient and Accurate Surface Shading · IEEE Trans. Vis. Comput. Graph. 2012
Computer animation and physical simulation
fluid simulation
0.112011
Lagrangian Texture Advection: Preserving both Spectrum and Velocity Field · IEEE Trans. Vis. Comput. Graph. 2011
Visual content generation and editing
texture synthesis
0.112011
Lagrangian Texture Advection: Preserving both Spectrum and Velocity Field · IEEE Trans. Vis. Comput. Graph. 2011
Image and video processing › video processing
temporal consistency
0.112007
Video watercolorization using bidirectional texture advection · ACM Trans. Graph. 2007
Visual content generation and editing › style transfer
video style transfer
0.112007
Video watercolorization using bidirectional texture advection · ACM Trans. Graph. 2007
Rendering
texture mapping
0.021999
Pattern-Based Texturing Revisited · SIGGRAPH 1999
Modeling, Animating, and Rendering Complex Scenes Using Volumetric Textures · IEEE Trans. Vis. Comput. Graph. 1998
Rendering
ray tracing
0.011998
Modeling, Animating, and Rendering Complex Scenes Using Volumetric Textures · IEEE Trans. Vis. Comput. Graph. 1998
Rendering › volume rendering
texture-based volume rendering
0.011998
Modeling, Animating, and Rendering Complex Scenes Using Volumetric Textures · IEEE Trans. Vis. Comput. Graph. 1998
Rendering › reflectance modeling
reflectance functions
0.011998
Modeling, Animating, and Rendering Complex Scenes Using Volumetric Textures · IEEE Trans. Vis. Comput. Graph. 1998

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

procedural texturing · 0.4stochastic phase field · 0.4gabor noise · 0.4lookup table · 0.2gaussian statistics · 0.2mipmapping · 0.2linear filtering · 0.2survey · 0.1lagrangian advection · 0.1fourier spectrum preservation · 0.1
YearPublicationVenuePosition
2025 Fast sphere tracing of procedural volumetric noise for very large and detailed scenes
abstract
Abstract Real‐time walk through very large and detailed scenes is a challenge for both content design, data management, and rendering, and requires LOD to handle the scale range. In the case of partly stochastic content (clouds, cosmic dust, fire, terrains, etc.), proceduralism allows arbitrary large and detailed scenes with no or little storage and offers embedded LOD, but the rendering gets even costlier. In this paper, we propose to boost the performance of Fractional Brownian Motion (FBM)‐based noise rendering (e.g., 3D Perlin noise, hypertextures) in two ways: improving the stepping efficiency of Sphere Tracing of general Signed Distance Functions (SDF) considering the first and second derivatives, and treating cascaded sums such as FBM as nested bounding volumes. We illustrate this on various scenes made of either opaque material, constant semi‐transparent material, or non‐constant (i.e.,full volumetric inside) material, including animated content ‐ thanks to on‐the‐fly proceduralism. We obtain real‐time performances with speedups up to 12‐folds on opaque or constant semi‐transparent scenes compared to classical Sphere tracing, and up to 2‐folds (through empty space skipping optimization) on non‐constant density volumetric scenes.
Mathéo Moinet, Fabrice Neyret
Comput. Graph. Forum2
2020 Freely orientable microstructures for designing deformable 3D prints
abstract
Nature offers a marvel of astonishing and rich deformation behaviors. Yet, most of the objects we fabricate are comparatively rather inexpressive, either rigid or exhibiting simple homogeneous deformations when interacted with. We explore the synthesis and fabrication of novel microstructures that mimic the effects of having oriented rigid fibers in an otherwise flexible material: the result is extremely rigid along a transverse direction while being comparatively very flexible in the locally orthogonal plane. By allowing free gradation of the rigidity direction orientation within the object, the microstructures can be designed such that, under deformation, distances along fibers in the volume are preserved while others freely change. Through a simple painting tool, this allows a designer to influence the way the volume reshapes when deformed, and results in a wide range of novel possibilities. Many gradations are possible: local free orientation of the fibers; local control of the overall material rigidity (structure density); local canceling of the effect of the fibers, obtaining a more isotropic material. Our algorithm to synthesize the structures builds upon procedural texturing. It produces a cellular geometry that can be fabricated reliably despite 3D printing walls at a minimal thickness, allowing prints to be very flexible. The synthesis algorithm is efficient and scales to large volumes.
Thibault Tricard, Vincent Tavernier, Cédric Zanni, Jonàs Martínez, Pierre-Alexandre Hugron, Fabrice Neyret, Sylvain Lefebvre 0001
ACM Trans. Graph.6
2019 Procedural phasor noise
abstract
Procedural pattern synthesis is a fundamental tool of Computer Graphics, ubiquitous in games and special effects. By calling a single procedure in every pixel - or voxel - large quantities of details are generated at low cost, enhancing textures, producing complex structures within and along surfaces. Such procedures are typically implemented as pixel shaders. We propose a novel procedural pattern synthesis technique that exhibits desirable properties for modeling highly contrasted patterns, that are especially well suited to produce surface and microstructure details. In particular, our synthesizer affords for a precise control over the profile, orientation and distribution of the produced stochastic patterns, while allowing to grade all these parameters spatially. Our technique defines a stochastic smooth phase field - a phasor noise - that is then fed into a periodic function (e.g. a sine wave), producing an oscillating field with prescribed main frequencies and preserved contrast oscillations. In addition, the profile of each oscillation is directly controllable (e.g. sine wave, sawtooth, rectangular or any 1D profile). Our technique builds upon a reformulation of Gabor noise in terms of a phasor field that affords for a clear separation between local intensity and phase. Applications range from texturing to modeling surface displacements, as well as multi-material microstructures in the context of additive manufacturing.
Thibault Tricard, Semyon Efremov, Cédric Zanni, Fabrice Neyret, Jonàs Martínez, Sylvain Lefebvre 0001
ACM Trans. Graph.4
2018 A new microflake model with microscopic self-shadowing for accurate volume downsampling
abstract
Abstract Naïve linear methods for downsampling high‐resolution microflake volumes often produce inaccurate appearance, especially when input voxels are very opaque. Preserving correct appearance at all resolutions requires taking into account maskingshadowing effects that occur between and inside dense input voxels. We introduce a new microflake model whose additional parameters characterize self‐shadowing effects at a microscopic scale. We provide an anisotropic self‐shadowing function and microflake distributions for which the scattering coefficients and the phase functions of our model have closed‐form expressions. We use this model in a new downsampling approach in which scattering parameters are computed from local estimations of self‐shadowing probabilities in the input volume. Unlike previous work, our method handles datasets with spatially varying scattering parameters, semi‐transparent volumes and datasets with intricate silhouettes. We show that our method generates LoDs with correct transparency and consistent appearance through scales for a wide range of challenging datasets, allowing for huge memory savings and efficient distant rendering without loss of quality.
Guillaume Loubet, Fabrice Neyret
Comput. Graph. Forum2
2017 Hybrid mesh-volume LoDs for all-scale pre-filtering of complex 3D assets
abstract
We address the problem of constructing appearance-preserving level of details (LoDs) of complex 3D models such as trees. We propose a hybrid method that combines the strengths of mesh and volume representations. Our main idea is to separate macroscopic (i.e. larger than the target spatial resolution) and microscopic (sub-resolution) surfaces at each scale and to treat them differently, because meshes are very efficient at representing macroscopic surfaces while sub-resolution geometry benefits from volumetric approximations. We introduce a new algorithm that detects the macroscopic surfaces of a mesh for a given resolution. We simplify these surfaces with edge collapses and we provide a method for pre-filtering their normal distributions and albedos. To approximate microscopic details, we use a heterogeneous microflake participating medium and we introduce a new artifact-free voxelization algorithm that preserves local occlusion. Thanks to our macroscopic surface analysis, our algorithm is fully automatic and it generates seamless LoDs at arbitrarily coarse resolutions for a wide range of 3D models.
Guillaume Loubet, Fabrice Neyret
Comput. Graph. Forum2
2015 Real-time landscape-size convective clouds simulation
abstract
Cumulus clouds are ubiquitous in outdoor naturalistic scenes. However, realistic and scalable cloud simulation continues to be a challenge in computer graphics. Computational fluid dynamics models (CFD) are computationally intensive and hence impractical for real time methods. Eulerian models [Harris et al. 2003] on the other hand require modeling even the transparent volume, placing serious restrictions on the domain size. More importantly, both these methods do not offer convenient handles on initial, border and atmospheric conditions which play a key role in the natural evolution of the cloud phenomena. We introduce Lagrangian framework for the cloud physics and rendering at landscape size. The use of Lagrangian formalism, aerology physics, and separation of environment from the dynamics, brings more robustness, offers meaningful high-level handles for user control - environment profile and evolution, cloud base and top.
Prashant Goswami, Fabrice Neyret
I3D2
2014 Filtering Non-Linear TransferFunctions on Surfaces
abstract
Applying non-linear transfer functions and look-up tables to procedural functions (such as noise), surface attributes, or even surface geometry are common strategies used to enhance visual detail. Their simplicity and ability to mimic a wide range of realistic appearances have led to their adoption in many rendering problems. As with any textured or geometric detail, proper filtering is needed to reduce aliasing when viewed across a range of distances, but accurate and efficient transfer function filtering remains an open problem for several reasons: transfer functions are complex and non-linear, especially when mapped through procedural noise and/or geometry-dependent functions, and the effects of perspective and masking further complicate the filtering over a pixel's footprint. We accurately solve this problem by computing and sampling from specialized filtering distributions on the fly, yielding very fast performance. We investigate the case where the transfer function to filter is a color map applied to (macroscale) surface textures (like noise), as well as color maps applied according to (microscale) geometric details. We introduce a novel representation of a (potentially modulated) color map's distribution over pixel footprints using Gaussian statistics and, in the more complex case of high-resolution color mapped microsurface details, our filtering is view- and light-dependent, and capable of correctly handling masking and occlusion effects. Our approach can be generalized to filter other physical-based rendering quantities. We propose an application to shading with irradiance environment maps over large terrains. Our framework is also compatible with the case of transfer functions used to warp surface geometry, as long as the transformations can be represented with Gaussian statistics, leading to proper view- and light-dependent filtering results. Our results match ground truth and our solution is well suited to real-time applications, requires only a few lines of shader code (provided in supplemental material, which can be found on the Computer Society Digital Library at http://doi.ieeecomputersociety.org/10.1109/TVCG.2013.102), is high performance, and has a negligible memory footprint.
Eric Heitz, Derek Nowrouzezahrai, Pierre Poulin, Fabrice Neyret
IEEE Trans. Vis. Comput. Graph.4
2013 Filtering color mapped textures and surfaces
abstract
Color map textures applied directly to surfaces, to geometric microsurface details, or to procedural functions (such as noise), are commonly used to enhance visual detail. Their simplicity and ability to mimic a wide range of realistic appearances have led to their adoption in many rendering problems. As with any textured or geometric detail, proper filtering is needed to reduce aliasing when viewed across a range of distances, but accurate and efficient color map filtering remains an open problem for several reasons: color maps are complex non-linear functions, especially when mapped through procedural noise and/or geometry-dependent functions, and the effects of perspective and masking further complicate the filtering over a pixel's footprint. We accurately solve this problem by computing and sampling from specialized filtering distributions on-the-fly, yielding very fast performance. We filter color map textures applied to (macro-scale) surfaces, as well as color maps applied according to (micro-scale) geometric details. We introduce a novel representation of a (potentially modulated) color map's distribution over pixel footprints using Gaussian statistics and, in the more complex case of high-resolution color mapped microsurface details, our filtering is view- and light-dependent, and capable of correctly handling masking and occlusion effects. Our results match ground truth and our solution is well suited to real-time applications, requires only a few lines of shader code (provided in supplemental material), is high performance, and has a negligible memory footprint.
Eric Heitz, Derek Nowrouzezahrai, Pierre Poulin, Fabrice Neyret
I3D4
2013 Linear efficient antialiased displacement and reflectance mapping
abstract
We present Linear Efficient Antialiased Displacement and Reflectance (LEADR) mapping, a reflectance filtering technique for displacement mapped surfaces. Similarly to LEAN mapping, it employs two mipmapped texture maps, which store the first two moments of the displacement gradients. During rendering, the projection of this data over a pixel is used to compute a noncentered anisotropic Beckmann distribution using only simple, linear filtering operations. The distribution is then injected in a new, physically based, rough surface microfacet BRDF model, that includes masking and shadowing effects for both diffuse and specular reflection under directional, point, and environment lighting. Furthermore, our method is compatible with animation and deformation, making it extremely general and flexible. Combined with an adaptive meshing scheme, LEADR mapping provides the very first seamless and hardware-accelerated multi-resolution representation for surfaces. In order to demonstrate its effectiveness, we render highly detailed production models in real time on a commodity GPU, with quality matching supersampled ground-truth images.
Jonathan Dupuy, Eric Heitz, Jean-Claude Iehl, Pierre Poulin, Fabrice Neyret, Victor Ostromoukhov
ACM Trans. Graph.5
2012 Real-time Realistic Rendering and Lighting of Forests
abstract
Abstract Realistic real‐time rendering and lighting of forests is an important aspect for simulators and video games. This is a difficult problem, due to the massive amount of geometry: aerial forest views display millions of trees on a wide range of distances, from the camera to the horizon. Light interactions, whose effects are visible at all scales, are also a problem: sun and sky dome contributions, shadows between trees, inside trees, on the ground, and view‐light masking correlations. In this paper we present a method to render very large forest scenes in real‐time, with realistic lighting at all scales, and without popping nor aliasing. Our method is based on two new forest representations,z‐fieldsandshader‐maps, with a seamless transition between them. Our first model builds on light fields and height fields to represent and render the nearest trees individually, accounting for all lighting effects. Our second model is a location, view and light dependent shader mapped on the terrain, accounting for the cumulated subpixel effects. Qualitative comparisons with photos show that our method produces realistic results.
Eric Bruneton, Fabrice Neyret
Comput. Graph. Forum2
2012 A Survey of Nonlinear Prefiltering Methods for Efficient and Accurate Surface Shading
abstract
Rendering a complex surface accurately and without aliasing requires the evaluation of an integral for each pixel, namely, a weighted average of the outgoing radiance over the pixel footprint on the surface. The outgoing radiance is itself given by a local illumination equation as a function of the incident radiance and of the surface properties. Computing all this numerically during rendering can be extremely costly. For efficiency, especially for real-time rendering, it is necessary to use precomputations. When the fine scale surface geometry, reflectance, and illumination properties are specified with maps on a coarse mesh (such as color maps, normal maps, horizon maps, or shadow maps), a frequently used simple idea is to prefilter each map linearly and separately. The averaged outgoing radiance, i.e., the average of the values given by the local illumination equation is then estimated by applying this equation to the averaged surface parameters. But this is really not accurate because this equation is nonlinear, due to self-occlusions, self-shadowing, nonlinear reflectance functions, etc. Some methods use more complex prefiltering algorithms to cope with these nonlinear effects. This paper is a survey of these methods. We start with a general presentation of the problem of prefiltering complex surfaces. We then present and classify the existing methods according to the approximations they make to tackle this difficult problem. Finally, an analysis of these methods allows us to highlight some generic tools to prefilter maps used in nonlinear functions, and to identify open issues to address the general problem.
Eric Bruneton, Fabrice Neyret
IEEE Trans. Vis. Comput. Graph.2
2011 Interactive indirect illumination using voxel cone tracing: a preview
abstract
Indirect illumination is an important element for realistic image synthesis, but its computation is expensive and highly dependent on the complexity of the scene and of the BRDF of the surfaces involved. While off-line computation and pre-baking can be acceptable for some cases, many applications (games, simulators, etc.) require real-time or interactive approaches to evaluate indirect illumination. In this paper, we present a novel real-time solution that calculates two light bounces - either glossy or diffuse - using a hierarchical voxel representation generated from a regular scene mesh. Our algorithm consists of two steps. First, direct illumination information (energy and direction) is emitted from dynamic area light sources and splatted into the voxel hierarchy, accounting for possible occluders. Secondly, we draw the scene mesh and compute the illumination in the pixel shader by combining the direct illumination and the indirect illumination received from the rest of the scene. For the latter, our approach employs an approximate voxel cone tracing to efficiently collect visibility and light in the hierarchical voxel representation of the scene. Our solution offers real-time and almost geometry-independent performance with a high visual quality for complex scenes with diffuse, as well as glossy surfaces.
Cyril Crassin, Fabrice Neyret, Miguel Sainz, Simon Green, Elmar Eisemann
SI3D2
2011 Interactive Indirect Illumination Using Voxel Cone Tracing
abstract
Abstract Indirect illumination is an important element for realistic image synthesis, but its computation is expensive and highly dependent on the complexity of the scene and of the BRDF of the involved surfaces. While off‐line computation and pre‐baking can be acceptable for some cases, many applications (games, simulators, etc.) require real‐time or interactive approaches to evaluate indirect illumination. We present a novel algorithm to compute indirect lighting in real‐time that avoids costly precomputation steps and is not restricted to low‐frequency illumination. It is based on a hierarchical voxel octree representation generated and updated on the fly from a regular scene mesh coupled with an approximate voxel cone tracing that allows for a fast estimation of the visibility and incoming energy. Our approach can manage two light bounces for both Lambertian and glossy materials at interactive framerates (25–70FPS). It exhibits an almost scene‐independent performance and can handle complex scenes with dynamic content thanks to an interactive octree‐voxelization scheme. In addition, we demonstrate that our voxel cone tracing can be used to efficiently estimate Ambient Occlusion.
Cyril Crassin, Fabrice Neyret, Miguel Sainz, Simon Green, Elmar Eisemann
Comput. Graph. Forum2
2011 Feature-based vector simulation of water waves
abstract
Abstract We present a method for simulating local water waves caused by obstacles in water streams for real‐time graphics applications. Given a low‐resolution water surface and velocity field, our method is able to decorate the input water surface with high resolution detail for the animated waves around obstacles. We construct and animate a vector representation of the waves. It is then converted to feature‐aligned meshes for capturing the surfaces of the waves. Results demonstrate that our method has the benefits of real‐time performance and easy controllability. The method also fits well into a state‐of‐the‐art river animation system. Copyright © 2011 John Wiley & Sons, Ltd.
Qizhi Yu, Fabrice Neyret, Anthony Steed
Comput. Animat. Virtual Worlds2
2011 Lagrangian Texture Advection: Preserving both Spectrum and Velocity Field
abstract
Texturing an animated fluid is a useful way to augment the visual complexity of pictures without increasing the simulation time. But texturing flowing fluids is a complex issue, as it creates conflicting requirements: we want to keep the key texture properties (features, spectrum) while advecting the texture with the underlying flow-which distorts it. In this paper, we present a new, Lagrangian, method for advecting textures: the advected texture is computed only locally and follows the velocity field at each pixel. The texture retains its local properties, including its Fourier spectrum, even though it is accurately advected. Due to its Lagrangian nature, our algorithm can perform on very large, potentially infinite scenes in real time. Our experiments show that it is well suited for a wide range of input textures, including, but not limited to, noise textures.
Qizhi Yu, Fabrice Neyret, Eric Bruneton, Nicolas Holzschuch
IEEE Trans. Vis. Comput. Graph.2
2010 Real-time Realistic Ocean Lighting using Seamless Transitions from Geometry to BRDF
abstract
Abstract Realistic animation and rendering of the ocean is an important aspect for simulators, movies and video games. By nature, the ocean is a difficult problem for Computer Graphics: it is a dynamic system, it combines wave trains at all scales, ranging from kilometric to millimetric. Worse, the ocean is usually viewed at several distances, from very close to the viewpoint to the horizon, increasing the multi‐scale issue, and resulting in aliasing problems. The illumination comes from natural light sources (the Sun and the sky dome), is also dynamic, and often underlines the aliasing issues. In this paper, we present a new algorithm for modelling, animation, illumination and rendering of the ocean, in real‐time, at all scales and for all viewing distances. Our algorithm is based on a hierarchical representation, combining geometry, normals and BRDF. For each viewing distance, we compute a simplified version of the geometry, and encode the missing details into the normal and the BRDF, depending on the level of detail required. We then use this hierarchical representation for illumination and rendering. Our algorithm runs in real‐time, and produces highly realistic pictures and animations.
Eric Bruneton, Fabrice Neyret, Nicolas Holzschuch
Comput. Graph. Forum2
2009 GigaVoxels: ray-guided streaming for efficient and detailed voxel rendering
abstract
We propose a new approach to efficiently render large volumetric data sets. The system achieves interactive to real-time rendering performance for several billion voxels.
Cyril Crassin, Fabrice Neyret, Sylvain Lefebvre 0001, Elmar Eisemann
SI3D2
2009 Volumetric Billboards
abstract
Abstract We introduce an image‐based representation, called volumetric billboards, allowing for the real‐time rendering of semi‐transparent and visually complex objects arbitrarily distributed in a 3D scene. Our representation offers full parallax effect from any viewing direction and improved anti‐aliasing of distant objects. It correctly handles transparency between multiple and possibly overlapping objects without requiring any primitive sorting. Furthermore, volumetric billboards can be easily integrated into common rasterization‐based renderers, which allows for their concurrent use with polygonal models and standard rendering techniques such as shadow‐mapping. The representation is based on volumetric images of the objects and on a dedicated real‐time volume rendering algorithm that takes advantage of the GPU geometry shader. Our examples demonstrate the applicability of the method in many cases including levels‐of‐detail representation for multiple intersecting complex objects, volumetric textures, animated objects and construction of high‐resolution objects by assembling instances of low‐resolution volumetric billboards.
Philippe Decaudin, Fabrice Neyret
Comput. Graph. Forum2
2009 Scalable real-time animation of rivers
abstract
Abstract Many recent games and applications target the interactive exploration of realistic large scale worlds. These worlds consist mostly of static terrain models, as the simulation of animated fluids in these virtual worlds is computationally expensive. Adding flowing fluids, such as rivers, to these virtual worlds would greatly enhance their realism, but causes specific issues: as the user is usually observing the world at close range, small scale details such as waves and ripples are important. However, the large scale of the world makes classical methods impractical for simulating these effects. In this paper, we present an algorithm for the interactive simulation of realistic flowing fluids in large virtual worlds. Our method relies on two key contributions: the local computation of the velocity field of a steady flow given boundary conditions, and the advection of small scale details on a fluid, following the velocity field, and uniformly sampled in screen space.
Qizhi Yu, Fabrice Neyret, Eric Bruneton, Nicolas Holzschuch
Comput. Graph. Forum2
2008 Interactive multiple anisotropic scattering in clouds
abstract
We propose an algorithm for the real time realistic simulation of multiple anisotropic scattering of light in a volume. Contrary to previous real-time methods we account for all kinds of light paths through the medium and preserve their anisotropic behavior.
Antoine Bouthors, Fabrice Neyret, Nelson L. Max, Eric Bruneton, Cyril Crassin
SI3D2
2008 Real-Time Rendering and Editing of Vector-based Terrains
abstract
Abstract We present a method to populate very large terrains with very detailed features such as roads, rivers, lakes and fields. These features can be interactively edited, and the landscape can be explored in real time at any altitude from flight view to car view. We use vector descriptions of linear and areal features, with associated shaders to specify their appearance (terrain color and material), their footprint (effect on terrain shape), and their associated objects (bridges, hedges, etc.). In order to encompass both very large terrains and very fine details we rely on a view dependent quadtree refinement scheme. New quads are generated when needed and cached on the GPU. For each quad we produce on the GPU an appearance texture, a footprint texture, and some object meshes, based on the features vector description and their associated shaders. Adaptive refinement, procedural vector features and a mipmap pyramid provide three LOD mechanisms for small, medium and large scale quads. Our results and attached video show high performance with high visual quality.
Eric Bruneton, Fabrice Neyret
Comput. Graph. Forum2
2008 Precomputed Atmospheric Scattering
abstract
Abstract We present a new and accurate method to render the atmosphere in real time from any viewpoint from ground level to outer space, while taking Rayleigh and Mie multiple scattering into account. Our method reproduces many effects of the scattering of light, such as the daylight and twilight sky color and aerial perspective for all view and light directions, or the Earth and mountain shadows (light shafts) inside the atmosphere. Our method is based on a formulation of the light transport equation that is precomputable for all view points, view directions and sun directions. We show how to store this data compactly and propose a GPU compliant algorithm to precompute it in a few seconds. This precomputed data allows us to evaluate at runtime the light transport equation in constant time, without any sampling, while taking into account the ground for shadows and light shafts.
Eric Bruneton, Fabrice Neyret
Comput. Graph. Forum2
2007 Video watercolorization using bidirectional texture advection
abstract
In this paper, we present a method for creating watercolor-like animation, starting from video as input. The method involves two main steps: applying textures that simulate a watercolor appearance; and creating a simplified, abstracted version of the video to which the texturing operations are applied. Both of these steps are subject to highly visible temporal artifacts, so the primary technical contributions of the paper are extensions of previous methods for texturing and abstraction to provide temporal coherence when applied to video sequences. To maintain coherence for textures, we employ texture advection along lines of optical flow. We furthermore extend previous approaches by incorporating advection in both forward and reverse directions through the video, which allows for minimal texture distortion, particularly in areas of disocclusion that are otherwise highly problematic. To maintain coherence for abstraction, we employ mathematical morphology extended to the temporal domain, using filters whose temporal extents are locally controlled by the degree of distortions in the optical flow. Together, these techniques provide the first practical and robust approach for producing watercolor animations from video, which we demonstrate with a number of examples.
Adrien Bousseau, Fabrice Neyret, Joëlle Thollot, David Salesin
ACM Trans. Graph.2
2006 Semi-Interactive Morphogenesis
abstract
This paper presents a method to simulate growth phenomena, and its application to the modeling of complex organic shapes (e.g., plants organs) and folded surfaces. Our main contribution is the interactive and stable resolution of the mechanical problem of growth-induced deformations, based on the minimization of the energy due to the various constraints in the shell. From this, we propose a new modeling approach based on a set of growing tools: the user can apply 'hot spots', 'hot curves', or paint growing parameters on the surface to grow. Growth can be simulated either simultaneously to the user interaction, or once all parameters have been settled on the surface (which allows the use of textures of parameters and procedural operations). The main parameters are the intensity and anisotropy of growth, as well as their variations over time. Geometric constraints and plasticity can also be considered. As our results show shapes can fold, bend, and curl as in nature, which deforming tools such as displacement map could not achieve. We demonstrate our tool with an interactive session and a gallery of shapes easily produced
Jean Combaz, Fabrice Neyret
SMI2
2005 Texture sprites: texture elements splatted on surfaces
abstract
We present a new interactive method to texture complex geometries at very high resolution, while using little memory and without the need for a global planar parameterization. We rely on small texture elements, the texture sprites, locally splatted onto the surface to define a composite texture. The sprites can be arbitrarily blended to create complex surface appearances. Their attributes (position, size, texture id) can be dynamically updated, thus providing a convenient framework for interactive editing and animated textures. We demonstrate the flexibility of our method by creating new surface aspects difficult to achieve with other methods.Each sprite is described by a small set of attributes which is stored in a hierarchical structure surrounding the object's surface. The patterns supported by the sprites are stored only once. The whole data structure is compactly encoded into GPU memory. At run time, it is accessed by a fragment program which computes the final appearance of a surface point from all the sprites covering it. The overall memory cost of the structure is very low compared to the resulting texturing resolutions. Rendering is done in real-time. The resulting texture is linearly interpolated and filtered.
Sylvain Lefebvre 0001, Samuel Hornus, Fabrice Neyret
SI3D3
2003 Pattern based procedural textures
abstract
Numerous real-time applications such computer games or flight simulators require non-repetitive high-resolution texturing on large landscapes. We propose an algorithm which procedurally determines the texture value at any surface location by aperiodically combining provided patterns according to user-defined controls such as a probability distribution (possibly non stationary). Our algorithm can be implemented on programmable hardware by taking advantage of the texture indirection ability of recent graphics boards. We use explicit and virtual indirection tables to determine the pattern to apply at each pixel as well as its attributes (displacement, scaling, time...). This provides the programmer with a very high resolution virtual texture with nice properties: Low memory consumption, no periodicity, control of the statistics, numerous control parameters (which can be edited on the fly). Our representation consists of building blocks that we combine in order to illustrate various convenient texture modalities such as aperiodic tiling, sparse convolution, domain transitions and animated textures.
Sylvain Lefebvre 0001, Fabrice Neyret
SI3D2
2002 Painting Folds Using Expansion Textures
abstract
We present a method relying on expansion textures to add details such as folds on a surface. The user paints the expansion attributes on the surface (amount and direction of expansion, wavelength and regularity of folds), using either interactive or procedural tools. The modeling system generates the folds by calculating the new surface equilibrium. Results show that this tool allows computer graphics artists to easily control the aspect of folds and drapes by adding the surface locally, which is close to the sculptor's way of thinking. Our original contribution does not lie in the equilibrium solver, but in the very principle of texturing expansions to specify shapes details.
Jean Combaz, Fabrice Neyret
PG2
2002 Realistic rendering of an organ surface in real-time for laparoscopic surgery simulation
Fabrice Neyret, Raphael Heiss, Franck Senegas
Vis. Comput.1
2000 Multiscale Shaders for the Efficient Realistic Rendering of Pine-Trees
Alexandre Meyer, Fabrice Neyret
Graphics Interface2
1999 Real-Time Collision Detection for Virtual Surgery
abstract
We present a simple method for performing real-time collision detection in a virtual surgery environment. The method relies on the graphics hardware for testing the interpenetration between a virtual deformable organ and a rigid tool controlled by the user. The method enables to take into account the motion of the tool between two consecutive time steps. For our specific application, the new method runs about a hundred times faster than the well known oriented-bonding-boxes tree method.
Jean-Christophe Lombardo, Marie-Paule Cani, Fabrice Neyret
CA3
1999 Animating Lava Flows
Dan Stora, Pierre-Olivier Agliati, Marie-Paule Cani, Fabrice Neyret, Jean-Dominique Gascuel
Graphics Interface4
1999 Pattern-Based Texturing Revisited
abstract
We present a texturing method that correctly maps homogeneous non-periodic textures to arbitrary surfaces without any of the difficulties usually encountered using existing tools.Our technique requires little redundant designer work, has low time and memory costs during rendering and provides high texture resolution.The idea is simple: a few triangular texture samples, which obey specific boundary conditions, are chosen from the desired pattern and mapped in a non-periodic fashion onto the surface.Our mapping algorithm enables us to freely tune the scale of the texture with respect to the object's geometry, while minimizing distortions.Moreover, it yields singularity-free texturing whatever the topology of the object.The sets of texture samples may be created interactively from pictures or drawings.We also provide two alternative methods for automatically generating them, defined as extensions of Perlin's and Worley's procedural texture synthesis techniques.As our results show, the method produces textured objects that look reasonable from any viewpoint and can be used in real-time applications.
Fabrice Neyret, Marie-Paule Cani
SIGGRAPH1
1998 Modeling, Animating, and Rendering Complex Scenes Using Volumetric Textures
abstract
Complex repetitive scenes containing forests, foliage, grass, hair, or fur, are challenging for common modeling and rendering tools. The amount of data, the tediousness of modeling and animation tasks, and the cost of realistic rendering have caused such kind of scene to see only limited use even in high-end productions. The author describes how the use of volumetric textures is well suited to such scenes. These primitives can greatly simplify modeling and animation tasks. More importantly, they can be very efficiently rendered using ray tracing with few aliasing artifacts. The main idea, initially introduced by Kajiya and Kay (1989), is to represent a pattern of 3D geometry in a reference volume, that is tiled over an underlying surface much like a regular 2D texture. In our contribution, the mapping is independent of the mesh subdivision, the pattern can contain any kind of shape, and it is prefiltered at different scales as for MIP-mapping. Although the model encoding is volumetric, the rendering method differs greatly from traditional volume rendering. A volumetric texture only exists in the neighborhood of a surface, and the repeated instances (called texels) of the reference volume are spatially deformed. Furthermore, each voxel of the reference volume contains a key feature which controls the reflectance function that represents aggregate intravoxel geometry. This allows for ray tracing of highly complex scenes with very few aliasing artifacts, using a single ray per pixel (for the part of the scene using the volumetric texture representation). The major technical considerations of our method lie in the ray-path determination and in the specification of the reflectance function.
Fabrice Neyret
IEEE Trans. Vis. Comput. Graph.1