Des textures sont synthétisées à la volée sur GPU à partir d'échantillons d'exemples à plusieurs échelles.
Modélisation et synthèse de textures
Des textures sont synthétisées à la volée sur GPU grâce à une analyse spectrale.
Modélisation et synthèse de textures
Des cartes de labels multi-échelles sont obtenues à l'aide de notre méthode d'analyse de textures. Une application possible est l'édition interactive de textures.
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Importance Sampling of Glittering BSDFs based on Finite Mixture Distributions [EGSR-2021]
A glittering coloured glass sphere with a spatially varying microfacet density. Left: our sampling scheme. Centre: reference. Right: Gaussian mono-lobe approximation is used for sampling.
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Importance Sampling of Glittering BSDFs based on Finite Mixture Distributions
A glittering coloured glass sphere with a spatially varying microfacet density. Left: our sampling scheme. Centre: reference. Right: Gaussian mono-lobe approximation is used for sampling.
Edges of a texture are extracted and encoded into an edge-based procedural texture (EBPT). New textures are generated either automatically or by controlling the EBPT generation by the user.
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Edge-based procedural textures
Edges of a texture are extracted and encoded into an edge-based procedural texture (EBPT). New textures are generated either automatically or by controlling the EBPT generation by the user.
Cyclostationary Gaussian noise: theory and synthesis [EG-2021]
We convey existing stationary noises to a cyclostationary context enabling the synthesis of cyclostationary textures controlled by spectra (left) and by an exemplar (right).
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Cyclostationary Gaussian noise: theory and synthesis
We convey existing stationary noises to a cyclostationary context enabling the synthesis of cyclostationary textures controlled by spectra (left) and by an exemplar (right).
Procedural Physically based BRDF for Real-Time Rendering of Glints [PG-2020]
Left: sparkling fabrics are rendered (3.0 ms/frame). Right: plane with specular microfacet density increasing. Top: our physically based BRDF (2.5 ms/frame). Bottom: not physically based [ZK16] (1.3 ms/frame).
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Procedural Physically based BRDF for Real-Time Rendering of Glints
Left: sparkling fabrics are rendered (3.0 ms/frame). Right: plane with specular microfacet density increasing. Top: our physically based BRDF (2.5 ms/frame). Bottom: not physically based [ZK16] (1.3 ms/frame).
Real-Time Geometric Glint Anti-Aliasing with Normal Map Filtering [i3D-2020]
Arctic landscape with a normal mapped surface. (a) glinty BRDF of Chermain et al. [2020] prone to geometric glint aliasing. Our geometric glint anti-aliasing (GGAA) without and with normal map filtering (b and c). (d) Reference.
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Real-Time Geometric Glint Anti-Aliasing with Normal Map Filtering
Arctic landscape with a normal mapped surface. (a) glinty BRDF of Chermain et al. [2020] prone to geometric glint aliasing. Our geometric glint anti-aliasing (GGAA) without and with normal map filtering (b and c). (d) Reference.
Semi-Procedural Textures Using Point Process Texture Basis Functions [EGSR-2020]
(a) Input texture map(s) and a binary structure (b) are used to generate a semi-procedural output (d). A rendered view of the input material is shown for comparison (c).
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Semi-Procedural Textures Using Point Process Texture Basis Functions
(a) Input texture map(s) and a binary structure (b) are used to generate a semi-procedural output (d). A rendered view of the input material is shown for comparison (c).
Modeling Rocky Scenery using Implicit Blocks [VC-2020]
Different styles of blocks generated on a cliff and arches. From left to right tabular block style equidimensional blocks and finally rhombohedral block style.
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Modeling Rocky Scenery using Implicit Blocks
Different styles of blocks generated on a cliff and arches. From left to right tabular block style equidimensional blocks and finally rhombohedral block style.
Content-aware texture deformation with dynamic control [C&G-2020]
Our deformation model allows to mimic non-uniform physical behaviors at texel resolution. Top: the parameterization is advected in a static flow field. Bottom: the deformation can be controlled dynamically.
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Content-aware texture deformation with dynamic control
Our deformation model allows to mimic non-uniform physical behaviors at texel resolution. Top: the parameterization is advected in a static flow field. Bottom: the deformation can be controlled dynamically.
Anisotropic Filtering for On-the-fly Patch-based Texturing [EG-2019]
Our filtering method (right) is compared to the ground truth (middle) and no filtering (left). The ground truth is computed by an exact filtering of the high resolution. The leftmost view indicates the MIP-map levels used.
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Anisotropic Filtering for On-the-fly Patch-based Texturing
Our filtering method (right) is compared to the ground truth (middle) and no filtering (left). The ground truth is computed by an exact filtering of the high resolution. The leftmost view indicates the MIP-map levels used.
Our noise model decomposes an input exemplar as a structure layer and a noise layer. Large outputs are synthesized on-the-fly by synchronized synthesis of the layers. Variety can be achieved at the synthesis stage by deforming the structure layer while preserving fine scale appearance encoded in the noise layer.
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Bi-Layer textures
Our noise model decomposes an input exemplar as a structure layer and a noise layer. Large outputs are synthesized on-the-fly by synchronized synthesis of the layers. Variety can be achieved at the synthesis stage by deforming the structure layer while preserving fine scale appearance encoded in the noise layer.
Multi-Scale Label-Map Extraction for Texture Synthesis [SIGGRAPH-2016]
The input non-stationary texture (a). Hierarchy of labeled clusters: coarse scale (b) includes finer scales (c). Interactive texture editing (d) and content selection for creating new non-stationary textures (e).
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Multi-Scale Label-Map Extraction for Texture Synthesis
The input non-stationary texture (a). Hierarchy of labeled clusters: coarse scale (b) includes finer scales (c). Interactive texture editing (d) and content selection for creating new non-stationary textures (e).
Des cartes de labels multi-échelles sont obtenues à l'aide de notre méthode d'analyse de textures. Une application possible est l'édition interactive de textures.
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Modélisation et synthèse de textures
Des cartes de labels multi-échelles sont obtenues à l'aide de notre méthode d'analyse de textures. Une application possible est l'édition interactive de textures.
Volumetric Spot Noise for Procedural 3D Shell Texture Synthesis [CGVC-2016]
Left: uniform density. Middle: user controls density. Right: user controls orientation. In all cases control maps can be painted interactively.
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Volumetric Spot Noise for Procedural 3D Shell Texture Synthesis
Left: uniform density. Middle: user controls density. Right: user controls orientation. In all cases control maps can be painted interactively.
Volumetric Spot Noise for Procedural 3D Shell Texture Synthesis [CGVC-2016]
Bunny1 with the "ring" kernel profile (a) and a semi regular distribution profile (b). Bunny2 with a Gaussian kernel profile (c) a random distribution profile (d) and a density map (e). Dragon and plan: use a color map (f) a density map (g) a kernel (h) and a random distribution (i).
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Volumetric Spot Noise for Procedural 3D Shell Texture Synthesis
Bunny1 with the "ring" kernel profile (a) and a semi regular distribution profile (b). Bunny2 with a Gaussian kernel profile (c) a random distribution profile (d) and a density map (e). Dragon and plan: use a color map (f) a density map (g) a kernel (h) and a random distribution (i).
Procedural Texture Synthesis by Locally Controlled Spot Noise [WSCG-2016]
Examples of a near-regular features reproduction by a single spot noise. Left: kernel profiles and distribution profiles. Right: blue fabric pattern applied on a 3D model.
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Procedural Texture Synthesis by Locally Controlled Spot Noise
Examples of a near-regular features reproduction by a single spot noise. Left: kernel profiles and distribution profiles. Right: blue fabric pattern applied on a 3D model.
Rendu de scintillement
A glittering copper sphere with spatially varying glitter density illuminated by an environment map and a point light. See [EGSR-2021].
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Rendu de scintillement
A glittering copper sphere with spatially varying glitter density illuminated by an environment map and a point light. See [EGSR-2021].
Synthèse cyclostationnaire de textures
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Synthèse cyclostationnaire de textures
Visualisation volumique avec éclairage
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Visualisation volumique avec éclairage
Visualisation volumique avec éclairage
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Visualisation volumique avec éclairage
Visualisation volumique avec éclairage
Occlusion ambiante.
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Visualisation volumique avec éclairage
Occlusion ambiante.
Textures
Texture volumique.
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Textures
Texture volumique.
Textures
MegaTexel texture.
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Textures
MegaTexel texture.
Textures
Scène complète.
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Textures
Scène complète.
Visualisation volumique accélérée par GPU
Rendu d'objet transparent via un algorithme dérivé du relief mapping assimilable à un lancé de rayons sur un champs de hauteurs. L'objet est simplement représenté par une combinaison de cartes de hauteurs.
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Visualisation volumique accélérée par GPU
Rendu d'objet transparent via un algorithme dérivé du relief mapping assimilable à un lancé de rayons sur un champs de hauteurs. L'objet est simplement représenté par une combinaison de cartes de hauteurs.
Visualisation volumique accélérée par GPU
Rendu d'un objet scanné via un algorithme de relief mapping. On s'attache ici à visualiser l'objet en exploitant directement les données issues de scanner 3D sans utiliser de. Haut : rendu obtenu. Bas : carte de hauteurs et de normales.
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Visualisation volumique accélérée par GPU
Rendu d'un objet scanné via un algorithme de relief mapping. On s'attache ici à visualiser l'objet en exploitant directement les données issues de scanner 3D sans utiliser de. Haut : rendu obtenu. Bas : carte de hauteurs et de normales.
Visualisation volumique accélérée par GPU
Rendu via un algorithme de relief mapping d'un objet complet scanné : aucun maillage complexe n'est utilisé. Seul un cube sert de support au rendu.
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Visualisation volumique accélérée par GPU
Rendu via un algorithme de relief mapping d'un objet complet scanné : aucun maillage complexe n'est utilisé. Seul un cube sert de support au rendu.
Visualisation
Rendu d'un foie texturé.
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Visualisation
Rendu d'un foie texturé.
Visualisation
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Visualisation
Visualisation
Rendu de matériau transparent.
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Visualisation
Rendu de matériau transparent.
Visualisation
Rendu de fluides.
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Visualisation
Rendu de fluides.
Visualisation
Rendu de bijoux.
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Visualisation
Rendu de bijoux.
Modélisation et synthèse de textures
Des textures sont synthétisées à la volée sur GPU à partir d'échantillons d'exemples à plusieurs échelles.
×
Modélisation et synthèse de textures
Des textures sont synthétisées à la volée sur GPU à partir d'échantillons d'exemples à plusieurs échelles.
Modélisation et synthèse de textures
Des textures sont synthétisées à la volée sur GPU grâce à une analyse spectrale.
×
Modélisation et synthèse de textures
Des textures sont synthétisées à la volée sur GPU grâce à une analyse spectrale.