La liste des publications :
Année 2007
- A sketch-based interface for clothing virtual characters
- On Exact Error Bounds for View-Dependent Simplification
- Simulation Photoréaliste de l'éclairage en Synthèse d'Images
Année 2006
- A dynamic drawing algorithm for interactive painterly rendering
- A Surface Reconstruction Method Using Global Graph Cut Optimization
- Accurate Detection of Symmetries in 3D Shapes
- Accurate Specular Reflections in Real-Time
- Fast Precomputed Ambient Occlusion for Proximity Shadows
- Fast Scene Voxelization and Applications
- Fast Scene Voxelization Revisited
- Informatique graphique et rendu
- Interactive hatching and stippling by example
- Interactive watercolor rendering with temporal coherence and abstraction
- Maintenance de la visibilité d'un point de vue mobile, et applications
- Plaquage omnidirectionnel de textures provenant de séquences vidéo
- Plausible Image Based Soft Shadows Using Occlusion Textures
- Realistic Water Volumes in Real-Time
- Rendering Geometry with Relief Textures
- Rendu Peinture, Interactif et Controlable, de Scènes 3D
- Representation and acquisition models for expressive rendering
- Soft Shadow Maps: Efficient Sampling of Light Source Visibility
- Stroke Pattern Analysis and Synthesis
- Un Système Interactif et Controlable de Peinture pour l'Animation 3D
- Wavelet Radiance Transport for Interactive Indirect Lighting
- X-Toon: An extended toon shader
Année 2005
- A Frequency Analysis of Light Transport
- A Survey on Participating Media Rendering Techniques
- Accurately Detecting Symmetries of 3D Shapes
- Geometric Clustering for Line Drawing Simplification
- Geometric Clustering for Line Drawing Simplification
- Insertion temps réel d'un animateur dans un monde virtuel
- Interactive Mediated Reality
- Le style dans le rendu non-photoréaliste de dessins au trait à partir de scènes 3D : une approche programmable
- Maintaining visibility information of planar point sets with a moving viewpoint
- N-Buffers for efficient depth map query
- Omnidirectional texturing of human actors from multiple view video sequences
- Posture-movement co-ordination when reaching in immersive visual virtual environment
- Progressive Surface Reconstruction from Images Using a Local Prior
- Réflexions spéculaires en temps réel sur des surfaces lisses
- Soft Shadow Maps: Efficient Sampling of Light Source Visibility
- Soft Shadow Volumes for Ray Tracing
- Texture Sprites: Texture Elements Splatted on Surfaces
- ZP+: correct Z-pass stencil shadows
Année 2004
- A Real-Time System for Full Body Interaction with Virtual Worlds
- A Surface Reconstruction Method Using Global Graph Cut Optimization
- All-Purpose Texture Sprites
- Capture of Hair Geometry from Multiple Images
- Combining Higher-Order Wavelets and Discontinuity Meshing: a Compact Representation for Radiosity
- Content based access for a massive database of human observation video
- Density Measure for Line-Drawing Simplification
- Environnement de réalité augmentée 3D coopératif : approche colocalisée sur table
- Extraction of Three-dimensional Information from Images -- Application to Computer Graphics
- Flash Photography Enhancement via Intrinsic Relighting
- Graphics Gems Revisited
- Interactive Modeling of Mushrooms
- MobiNet: a pedagogic platform for Computer Science, Maths and Physics (How to make students love Maths by programming video games)
- Monte-Carlo collision detection
- Non-Realistic Haptic Feedback for Virtual Sculpture
- Organisation automatique de scenes 3D
- Procedural Modeling of Cracks and Fractures
- Programmable Style for NPR Line Drawing
- Robust Carving for Non-Lambertian Objects
- Simplification et abstraction de dessins au trait
- Sketching garments for virtual characters
- Space-Time Hierarchical Radiosity with Clustering and Higher-Order Wavelets
- Surface Reconstruction by Propagating 3D Stereo Data in Multiple 2D Images
Année 2003
- A Physically-Based Particle Model of Emergent Crowd Behaviors
- A Procedural Approach to Style for NPR Line Drawing from 3D models
- A Radiance Model for Predicting Radio Wave Propagation in Irregular Dense Urban Areas
- A survey of Real-Time Soft Shadows Algorithms
- A survey of Real-Time Soft Shadows Algorithms
- A Volumetric Reconstruction Method from Multiple Calibrated Views using Global Graph Cut Optimization
- An Efficient Instantiation Algorithm for Simulating Radiant Energy Transfer in Plant Models
- Automatic cell-and-portal decomposition
- Billboard Clouds for Extreme Model Simplification
- Dynamic Canvas for Immersive Non-Photorealistic Walkthroughs
- Erosion Based Visibility Preprocessing
- Evaluating On-line Control of Goal Directed Arm Mouvement While Standing in Virtual Visual Environment
- HYEMALIS: Un Simulateur d'Images de Paysages Tridimensionnels Complexes
- Implicit Modelling Using Subdivision-curves
- Instant Architecture
- Interactive Mediated Reality
- Lightweight Face Relighting
- Optimisation à base de flot de graphe pour l'acquisition d'informations 3D à partir de séquences d'images
- Real-Time Capture, Reconstruction and Insertion into Virtual World of Human Actors
- Réalité Augmentée et Environnement Collaboratif : Un Tour d'Horizon
- Robust acquisition of 3D informations from short image sequences
- Study of Volumetric Methods for Face Reconstruction
- Virtual immersion in the ancient Greek city of Argos
- Volumetric Cell-and-Portal Generation
Année 2002
- A Simple Kinetic Visibility Polygon
- Access 2002 - Gérer ses bases de données
- Billboard Clouds
- De l'analyse à la conception d'algorithmes pour une radiosité hiérarchique efficace
- Evaluating on-line control of goal-directed arm movement while standing in virtual visual environment
- Hierarchical Pattern Mapping
- Image-Based Hair Capture by Inverse Lighting
- MARE : Multiuser Augmented Reality Environment on real table setup
- Modelisation de cheveux a partir d'images par analyse de l'eclairage
- Optimisation à base de flot de graphe pour l'acquisition d'informations 3D à partir de séquences d'images
- Pré-traitement de grosses bases de données pour la visualisation interactive
- Resolution Adaptive Volume Sculpting
- Robust Acquisition of 3D Informations from Short Image Sequences
- Sculpture Virtuelle
- SpinCAS: a step towards Virtual Collaborative Sculpting
- Street Generation for City Modelling
- Synthèse d'images géographiques
Année 2001
- A graph process for easy design of refiners in hierarchical radiosity
- A physiological Plant Growth Simulation Engine Based on Accurate Radiant Energy Transfer
- Augmented Reality Collaborative Environment:Calibration & Interactive Scene Editing
- Construction of an Open Geometry Server for Client-Server Virtual Environments
- Contrôle automatique de qualité pour l'éclairage global
- Dynamic Real-Time Deformations using Space and Time Adaptive Sampling
- Environnement de Réalité Augmentée Collaboratif : Manipulation d'Objets Réels et Virtuels
- Incremental Updates for Rapid Glossy Global Illumination
- Instant Visibility
- Modélisation de cheveux à partir d’images par étude des variations d'apparence en fonction des conditions d'éclairage
- Point-Based Impostors for Real-Time Visualization
- Simulation globale de l'éclairage pour des séquences animées prenant en compte la cohérence temporelle
- Space-Time Hierarchical Radiosity with Clustering and Higher-Order Wavelets
- Subdivision Curve Primitives: a New Solution for Interactive Implicit Modeling
- Surface Aging by Impacts
Année 2000
- A novel approach makes higher order wavelets really efficient for radiosity
- Acceleration of Monte Carlo Path Tracing in General Environments
- Adaptive Simulation of Soft Bodies in Real-Time
- Animation multirésolution d'objets déformables en temps-réel, Application à la simulation chirurgicale
- Conservative Visibility Preprocessing Using Extended Projections
- Conservative Volumetric Visibility with Occluder Fusion
- Efficient Glossy Global Illumination with Interactive Viewing
- Efficient Parallel Refinement for Hierarchical Radiosity on a DSM computer
- Fast Global Illumination Including Specular Effects
- General calculations using graphics hardware, with application to interactive caustics
- Hierarchical Instantiation for Radiosity
- Interactive Animation of Cloth-like Objects in Virtual Reality
- Interactive Virtual Relighting of Real Scenes
- Low-Cost Photometric Calibration for Interactive Relighting
- Practical Volumetric Sculpting
- Radiosité hiérarchique spatiale et temporelle
- Simulation rapide de l'éclairage global
- Texture-Based Visibility for Efficient Lighting Simulation
- Using Graphics Hardware to Speed-up Visibility Queries
- Virtual Sculpture with Haptic Feedback
- Wavelet Radiosity on Arbitrary Planar Surfaces
Année 1999
- A Practical Analysis of Clustering Strategies for Hierarchical Radiosity
- A qui (et a quoi) peut servir la radiosité ?
- Accurate Scene Display by Using Visibility Maps
- Animating Lava Flows
- Animation multirésolution interactive d'objets déformable
- Collaborative animation over the network
- Computer Animation of Human Walking: a Survey
- Controlling Memory Consumption of Hierarchical Radiosity with Clustering
- Du Rendu de Haute Qualité à l'interactivité
- Efficient Glossy Global Illumination with Interactive Viewing
- Fast and Accurate Hierarchical Radiosity Using Global Visibility
- Generation of Walk Transient Trajectories for a Biped Robot
- Interactive multiresolution animation of deformable models
- Interactive Rendering using the Render Cache
- Interactive Virtual Relighting and Remodeling of Real Scenes
- Interactive Virtual Relighting and Remodeling of Real Scenes
- Interactive Virtual Relighting and Remodeling of Real Scenes
- Multi-layered Impostors for Accelerated Rendering
- Practical Volumetric Sculpting
- Ré-éclairage et remodélisation interactifs des scènes réelles pour la Réalite Augmentée
- Rendering a complex world
- Sculpture virtuelle
- Sensor Modeling for a Walking Robot Simulation
- Simulation graphique d'un robot bipède dans un environnement structuré
- Space-Time Hierarchical Radiosity
- Structure arborescente pour le raffinement progressif en radiosité hiérarchique
- Virtual Sculpture
- Visibilité tridimensionnelle : Etude analytique et applications
- Will Anyone Really Use Radiosity?
Année 1998
- A Beam Tracing with Precise Antialiasing for Polyhedral Scenes
- A Light Hierarchy for Fast Rendering of Scenes with Many Lights
- An Exhaustive Error-Bounding Algorithm for Hierarchical Radiosity
- Automatic Calculation of Soft Shadow Textures for Fast, High Quality Radiosity
- Dualizing Scene Reconstruction Algorithms
- ECHO & NarSYS - An accoustic modeler and sound renderer
- Fast Calculation of Soft Shadow Textures Using Convolution
- Fast rendering of sound occlusion and diffraction effects for virtual acoustic environments
- Hierarchical generation of unstructured meshes over free-form polyhedra
- Interactive Modification of Real and Virtual Lights forAugmented Reality
- Interactive Virtual Relighting of Real Scenes
- Lancer de Faisceaux en Synthèse d'Images
- Polyhedron partitioning dedicated to a hierarchical meshing technique
- Représentations hiérarchiques de la visibilité pour le contrôle de l'erreur en simulation de l'éclairage
- Simulating Landslides for Natural Disaster Prevention
- Simulation de champs sonores de haute qualité pour des applications graphiques interactives
- The Visibility Skeleton
- Une synthèse des variantes du lancer de rayons et du lancer de faisceaux
- Visibility Driven Hierarchical Radiosity
Année 1997
- A general model for the simulation of room acoustics based on hierarchical radiosity
- A million pixels, a million polygons: which is heavier?
- Algorithms for Computing Intersection and Union of Toleranced Polygons With Applications
- An exhaustive Error Bounding Algorithm for Hierarchical Radiosity
- Bucket-like space partitioning data structures with applications to ray-tracing
- Calculs de visibilité dans un environnement polygonal 2D
- Combinatorial properties of one-dimensional arrangements
- Dynamic analysis of human walking
- Dynamic visibility in polygonal scenes with the visibility complex
- Efficient Impostor Manipulation for Real-Time Visualization of Urban Scenery
- Global Illumination Techniques for the Simulation of Participating Media
- Hierarchical Lighting Simulation for Outdoor Scenes
- Interactive Common Illumination for Computer Augmented Reality
- Interactive High-Quality Soft Shadows in Scenes with Moving Objects
- Interactive Update of Global Illumination Using A Line-Space Hierarchy
- Modeling fractal shapes using generalizations of IFS techniques
- Modélisation et Animation de Matériaux Hautement Déformables en Synthèse d'Images
- On the influence of variational parameters on the relative position of two parts with applications to assembly planning
- Plateforme d'expérimentation pour la modélisation par surfaces implicites
- Radiosité dynamique 2D et complexe de visibilité
- Set manipulations of fractal objects using matrices of IFS
- Soundtracks for Computer Animation : Sound Rendering in Dynamic Environments with Occlusions
- Structures de Données Hiérarchiques Non Recursives et Problèmes de Proximité
- The 3D Visibility Complex: a unified data-structure for global visibility of scenes of polygons and smooth objects
- The Visibility Skeleton: A Powerful and Multi-Purpose Global Visibility Tool
- Walking in the visibility complex with applications to visibility polygons and dynamic visibility
Année 1996
- Accurate Error Bounds for Multi-Resolution Visibility
- Accurate Visibility and Meshing Calculations for Hierarchical Radiosity
- Algorithme incrémental de mise à jour du maillage de discontinuité pour les environnements dynamiques
- Calcul efficace de facteurs de forme 2D applicable aux environnements dynamiques
- Caractérisation Multi-échelles de la Visibilité pour les Calculs de Radiosité
- Dealing with degeneracies and numerical imprecisions when computing visibility graphs
- Extension du modèle IFS pour une géométrie fractale constructive
- Le Contrôle de l'Erreur dans la Méthode de Radiosité Hiérarchique
- Modélisation d'objets déformables avec un système de particules orientées
- Physically Based Deformations Constrained in Displacements and Volume
- Radiosity for dynamic scenes in flatland with the visibility complex
- Rendering CSG scenes with general antialiasing
- Structured Penumbral Irradiance Computation
- The 3D Visibility Complex, a new approach to the problems of accurate visibility
- Using the visibility complex for radiosity computation
- Vector Field Based Texture Mapping of Animated Implicit Objects
Année 1995
- A Clustering Algorithm for Radiance Calculation In General Environments
- A New Set of Tools to Describe and Tune Trajectories
- A Unified Hierarchical Algorithm for Global Illumination with Scattering Volumes and Object Clusters
- Accurate Computation of the Radiosity Gradient with Constant and Linear Emitters
- Animation par modèles générateurs : Contrôle du mouvement
- Calcul efficace de facteurs de forme 2d applicable aux environnements dynamiques.
- Caractérisation multi-échelles de la visibilité pour les calculs de radiosité
- Combining Physically-Based Simulation of Colliding Objects with Trajectory Control
- Constructive Fractal Geometry : constructive approach to fractal modeling using language operations
- Feature-based Control of Visibility Error: A Multi-Resolution Clustering Algorithm for Global Illumination
- Filtering, Clustering and Hierarchy Construction: a New Solution for Ray Tracing Very Complex Environments
- Guided Optimization for Balanced Locomotion
- Hierarchical Solution Techniques for Realistic Rendering
- Implicit Patches: An Optimized and Powerful Ray Intersection Algorithm for Implicit Surfaces
- Introduction to Modelling and Animation Using Implicit Surfaces
- Modélisation d'objets déformables avec un système de particules orientées
- Oriented Particles: A Tool for Shape Memory Objects Modelling
- Topologically sweeping the visibility complex of polygonal scenes
Année 1994
- A Fast Shadow Algorithm for Area Light Sources Using Backprojection
- An Efficient Progressive Refinement Strategy for Hierarchical Radiosity
- Clustering, Volume Scattering for Hierarchical Radiosity Calculations
- Displacement constraints for interactive modeling and animation of articulated structures
- Dynamic Animation of Deformable Bodies
- Fabule: Un environnement de recherche pour l'animation et la simulation
- Modélisation d'objets déformables avec un système de particules orientées.
- Radiosity and Global Illumination
- Simplifying the Representation of Radiance from Multiple Emitters
Année 1993
- Accurate, Consistent Reconstruction of Illumination Functions Using Structured Sampling
- Construction of fractales using formal languages and matrices of attractors
Année 1991-1989
- A Comprehensive Physical Model for Light Reflection
- A Global Illumination Solution for General Reflectance Distributions
- Design and Simulation of Opera Lighting and Projection Effects
- A General Two-Pass Method Integrating Specular and Diffuse Reflection