Marty ! J'ai trouvé le convecteur temporel !
Par Benjamin (prae) GIGON, mardi 13 février 2007 à 13:22 :: OpenGL & 3D :: #28 :: rss
Parfois, on tombe sur des sites où on se dit que ces gens sont trèèèès trèèès radins.Je suis tombé sur le site de l'ARTIS qui, comme son nom ne l'indique absolument pas, est un groupe travaillant sur l'Acquisition, la Représentation et la Transformation des Images de Synthèse.
Le projet ARTIS est une des équipes du laboratoire de GRAVIR/IMAG, une collaboration entre le CNRS, l'INRIA, l'INPG et l'UJF.
Non seulement, ils mettent à peine 1 ou 2 documentations - qui en plus sont de mauvaise qualité - mais ces gens ne travaillent qu'avec des logiciels propriétaires.
Et encore, je ne parle pas des travaux de recherche et de la documentation liée, quasi-inexistante !
Messieurs! c'est une honte, je ne vous félicite pas !
(Cliquez sur "Lire la suite" pour découvrir la liste des publications)

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
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