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2025​‌Activity reportProject-TeamGRAPHDECO​​

RNSR: 201521163T

Creation of​​​‌ the Project-Team: 2015 July​ 01

Each year, Inria​‌ research teams publish an​​ Activity Report presenting their​​​‌ work and results over​ the reporting period. These​‌ reports follow a common​​ structure, with some optional​​​‌ sections depending on the​ specific team. They typically​‌ begin by outlining the​​ overall objectives and research​​​‌ programme, including the main​ research themes, goals, and​‌ methodological approaches. They also​​ describe the application domains​​​‌ targeted by the team,​ highlighting the scientific or​‌ societal contexts in which​​ their work is situated.​​​‌

The reports then present​ the highlights of the​‌ year, covering major scientific​​ achievements, software developments, or​​​‌ teaching contributions. When relevant,​ they include sections on​‌ software, platforms, and open​​ data, detailing the tools​​​‌ developed and how they​ are shared. A substantial​‌ part is dedicated to​​ new results, where scientific​​​‌ contributions are described in​ detail, often with subsections​‌ specifying participants and associated​​ keywords.

Finally, the Activity​​​‌ Report addresses funding, contracts,​ partnerships, and collaborations at​‌ various levels, from industrial​​ agreements to international cooperations.​​​‌ It also covers dissemination​ and teaching activities, such​‌ as participation in scientific​​ events, outreach, and supervision.​​​‌ The document concludes with​ a presentation of scientific​‌ production, including major publications​​ and those produced during​​​‌ the year.

Keywords

Computer​ Science and Digital Science​‌

  • A3.1.4. Uncertain data
  • A3.1.10.​​ Heterogeneous data
  • A5.1. Human-Computer​​​‌ Interaction
  • A5.1.1. Engineering of​ interactive systems
  • A5.1.2. Evaluation​‌ of interactive systems
  • A5.1.5.​​ Body-based interfaces
  • A5.1.8. 3D​​​‌ User Interfaces
  • A5.1.9. User​ and perceptual studies
  • A5.2.​‌ Data visualization
  • A5.3.5. Computational​​ photography
  • A5.5. Computer graphics​​​‌
  • A5.5.1. Geometrical modeling
  • A5.5.2.​ Rendering
  • A5.5.3. Computational photography​‌
  • A5.5.4. Animation
  • A5.6. Virtual​​ reality, augmented reality
  • A5.6.1.​​​‌ Virtual reality
  • A5.6.2. Augmented​ reality
  • A5.6.3. Avatar simulation​‌ and embodiment
  • A5.9.1. Sampling,​​ acquisition
  • A5.9.3. Reconstruction, enhancement​​​‌
  • A6.1. Methods in mathematical​ modeling
  • A6.1.4. Multiscale modeling​‌
  • A6.1.5. Multiphysics modeling
  • A6.2.​​ Scientific computing, Numerical Analysis​​​‌ & Optimization
  • A6.2.6. Optimization​
  • A6.2.8. Computational geometry and​‌ meshes
  • A6.3.1. Inverse problems​​
  • A6.3.2. Data assimilation
  • A6.3.5.​​​‌ Uncertainty Quantification
  • A6.5.2. Fluid​ mechanics
  • A6.5.3. Transport
  • A8.3.​‌ Geometry, Topology
  • A9.2. Machine​​ learning
  • A9.2.1. Supervised learning​​​‌
  • A9.2.2. Unsupervised learning
  • A9.2.3.​ Reinforcement learning
  • A9.2.4. Optimization​‌ and learning
  • A9.2.5. Bayesian​​ methods
  • A9.2.6. Neural networks​​
  • A9.2.8. Deep learning
  • A9.3.​​​‌ Signal processing
  • A9.10. Hybrid‌ approaches for AI
  • A9.12.4.‌​‌ 3D and spatio-temporal reconstruction​​
  • A9.12.5. Object tracking and​​​‌ motion analysis

Other Research‌ Topics and Application Domains‌​‌

  • B3.2. Climate and meteorology​​
  • B3.3.1. Earth and subsoil​​​‌
  • B3.3.2. Water: sea &‌ ocean, lake & river‌​‌
  • B3.3.3. Nearshore
  • B3.4.1. Natural​​ risks
  • B5. Industry of​​​‌ the future
  • B5.2. Design‌ and manufacturing
  • B5.5. Materials‌​‌
  • B5.7. 3D printing
  • B5.8.​​ Learning and training
  • B8.​​​‌ Smart Cities and Territories‌
  • B8.3. Urbanism and urban‌​‌ planning
  • B9. Society and​​ Knowledge
  • B9.1.2. Serious games​​​‌
  • B9.2. Art
  • B9.2.2. Cinema,‌ Television
  • B9.2.3. Video games‌​‌
  • B9.3. Medias
  • B9.5.1. Computer​​ science
  • B9.5.2. Mathematics
  • B9.5.3.​​​‌ Physics
  • B9.5.5. Mechanics
  • B9.5.6.‌ Data science
  • B9.6. Humanities‌​‌
  • B9.6.6. Archeology, History
  • B9.8.​​ Reproducibility
  • B9.11.1. Environmental risks​​​‌

1 Team members, visitors,‌ external collaborators

Research Scientists‌​‌

  • George Drettakis [Team​​ leader, INRIA,​​​‌ Senior Researcher, HDR‌]
  • Adrien Bousseau [‌​‌INRIA, Senior Researcher​​, HDR]
  • Guillaume​​​‌ Cordonnier [INRIA,‌ Researcher]
  • Andreas Meuleman‌​‌ [INRIA, Starting​​ Research Position, until​​​‌ Sep 2025]

Post-Doctoral‌ Fellows

  • Melike Aydinlilar [‌​‌INRIA, Post-Doctoral Fellow​​]
  • Linus Franke [​​​‌INRIA, Post-Doctoral Fellow‌, from Jul 2025‌​‌]
  • Alban Gauthier [​​INRIA, from Apr​​​‌ 2025 until Jun 2025‌]
  • Alban Gauthier [‌​‌INRIA, Post-Doctoral Fellow​​, until Feb 2025​​​‌]
  • Simon Lucas [‌INRIA, Post-Doctoral Fellow‌​‌, from Mar 2025​​]
  • Simon Lucas [​​​‌INRIA, until Feb‌ 2025]
  • Anran Qi‌​‌ [INRIA, Post-Doctoral​​ Fellow, until Nov​​​‌ 2025]
  • Marzia Riso‌ [INRIA, Post-Doctoral‌​‌ Fellow]

PhD Students​​

  • Berend Baas [INRIA​​​‌]
  • Aryamaan Jain [‌INRIA]
  • Henro Kriel‌​‌ [INRIA]
  • Alexandre​​ Lanvin [INRIA]​​​‌
  • Panagiotis Papantonakis [INRIA‌]
  • Yohan Poirier-Ginter [‌​‌UNIV LAVAL QUEBEC]​​
  • Petros Tzathas [INRIA​​​‌]
  • Nicolas Violante [‌INRIA]

Technical Staff‌​‌

  • Loic Gaillard [INRIA​​, Engineer, from​​​‌ Oct 2025]
  • Jeffrey‌ Hu [INRIA,‌​‌ Engineer, from Feb​​ 2025 until Sep 2025​​​‌]
  • Ishaan Shah [‌INRIA, Engineer,‌​‌ until Nov 2025]​​
  • Jiayi Wei [INRIA​​​‌, Engineer, until‌ May 2025]

Interns‌​‌ and Apprentices

  • Oren Amsalhem​​ [INRIA, Intern​​​‌, from Feb 2025‌ until Aug 2025]‌​‌
  • Margot Catherinot [INRIA​​, Intern, from​​​‌ Jun 2025 until Aug‌ 2025]
  • Jackson James‌​‌ Cooper [INRIA,​​ Intern, from Sep​​​‌ 2025]
  • Nischay Diwan‌ [INRIA, Intern‌​‌, from Feb 2025​​ until May 2025]​​​‌
  • Boris Zhestiankin [INRIA‌, Intern, from‌​‌ Oct 2025]

Administrative​​ Assistant

  • Sophie Honnorat [​​​‌INRIA]

Visiting Scientists‌

  • Eugene Fiume [Simon‌​‌ Fraser University]
  • Alexander​​ Mai [UCSD,​​​‌ from Sep 2025]‌
  • Gilda Manfredi [UNIV‌​‌ SALENTO, until Jun​​ 2025]
  • Eric Paquette​​​‌ [ETS MONTREAL,‌ until May 2025]‌​‌

2 Overall objectives

In​​ traditional Computer Graphics (CG),​​​‌ input is accurately modeled‌ by artists. Artists first‌​‌ create the 3D geometry​​​‌ – i.e., the surfaces​ used to represent the​‌ 3D scene. This task​​ can be achieved using​​​‌ tools akin to sculpting​ for human-made objects, or​‌ using physical simulation for​​ objects formed by natural​​​‌ phenomena. Artists then need​ to assign colors, textures​‌ and more generally material​​ properties to each piece​​​‌ of geometry in the​ scene. Finally, they also​‌ define the position, type​​ and intensity of the​​​‌ lights.

Creating all this​ 3D content by hand​‌ is a notoriously tedious​​ process, both for novice​​​‌ users who do not​ have the skills to​‌ use complex modeling software,​​ and for creative professionals​​​‌ who are primarily interested​ in obtaining a diversity​‌ of imagery and prototypes​​ rather than in accurately​​​‌ specifying all the ingredients​ listed above. While physical​‌ simulation can alleviate some​​ of this work for​​​‌ certain classes of objects​ (landscapes, fluids, plants), simulation​‌ algorithms are often costly​​ and difficult to control.​​​‌

Once all 3D elements​ of a scene are​‌ in place, a rendering​​ algorithm is employed to​​​‌ generate a shaded, realistic​ image. Rendering algorithms typically​‌ involve the accurate simulation​​ of light transport, accounting​​​‌ for the complex interactions​ between light and materials​‌ as light bounces over​​ the surfaces of the​​​‌ scene to reach the​ camera. Similarly to the​‌ simulation of natural phenomena,​​ the simulation of light​​​‌ transport is computationally expensive,​ and only provides meaningful​‌ results if the input​​ is accurate and complete.​​​‌

A major recent development​ is that many alternative​‌ sources of 3D content​​ are becoming available. Cheap​​​‌ depth sensors but also​ video and photos allow​‌ anyone to capture real​​ objects. However, the resulting​​​‌ 3D models are often​ inaccurate and incomplete due​‌ to limitations of these​​ sensors and acquisition setups.​​​‌ There have also been​ significant advances in casual​‌ content creation, e.g., sketch-based​​ modeling tools. But the​​​‌ resulting models are often​ approximate since people rarely​‌ draw accurate perspective and​​ proportions, nor fine details.​​​‌ Unfortunately, the traditional Computer​ Graphics pipeline outlined above​‌ is unable to directly​​ handle the uncertainty present​​​‌ in cheap sources of​ 3D content. The abundance​‌ and ease of access​​ to inaccurate, incomplete​​​‌ and heterogeneous 3D content​ imposes the need to​‌ rethink the foundations of​​ 3D computer graphics to​​​‌ allow uncertainty to be​ treated in inherent manner​‌ in Computer Graphics, from​​ design and simulation all​​​‌ the way to rendering​ and prototyping.

The technological​‌ shifts we mention above,​​ together with developments in​​​‌ computer vision and machine​ learning, and the availability​‌ of large repositories of​​ images, videos and 3D​​​‌ models represent a great​ opportunity for new imaging​‌ methods. In GraphDeco, we​​ have identified three major​​​‌ scientific challenges that we​ strive to address to​‌ make such visual content​​ widely accessible:

  • First, the​​​‌ design pipeline needs to​ be revisited to explicitly​‌ account for the variability​​ and uncertainty of a​​​‌ concept and its representations​, from early sketches​‌ to 3D models and​​ prototypes. Professional practice also​​​‌ needs to be adapted​ to be accessible to​‌ all.
  • Second, a new​​ approach is required to​​ develop computer graphics models​​​‌ and rendering algorithms capable‌ of handling uncertain and‌​‌ heterogeneous data as well​​ as traditional synthetic content.​​​‌
  • Third, physical simulation needs‌ to be combined with‌​‌ approximate user inputs to​​ produce content that is​​​‌ realistic and controllable.‌

We have developed a‌​‌ common thread that unifies​​ these three axes: the​​​‌ combination of machine learning‌ with optimization and simulation,‌​‌ allowing the treatment of​​ uncertain data for the​​​‌ synthesis of visual content.‌ This common methodology –‌​‌ which falls under the​​ umbrella term of machine​​​‌ learning for visual computing‌ – provides a shared‌​‌ language and toolbox for​​ the three research axes​​​‌ in our group, allowing‌ frequent and in-depth collaborations‌​‌ between all three permanent​​ researchers of the group,​​​‌ and a strong cohesive‌ dynamic for Ph.D. students‌​‌ and postdocs.

As a​​ result of this approach,​​​‌ GRAPHDECO is one of‌ the few groups worldwide‌​‌ with in-depth expertise of​​ both computer graphics techniques​​​‌ and deep learning approaches,‌ in all three “traditional‌​‌ pillars” of CG: modeling,​​ animation and rendering.

3​​​‌ Research program

3.1 Introduction‌

Our research program is‌​‌ oriented around three main​​ axes: 1) Computer-Assisted Design​​​‌ with Heterogeneous Representations, 2)‌ Graphics with Uncertainty and‌​‌ Heterogeneous Content, and 3)​​ Physical Simulation of Natural​​​‌ Phenomena. These three axes‌ are governed by a‌​‌ set of common fundamental​​ goals, share many common​​​‌ methodological tools and are‌ deeply intertwined in the‌​‌ development of applications.

3.2​​ Computer-Assisted Design with Heterogeneous​​​‌ Representations

Designers use a‌ variety of visual representations‌​‌ to explore and communicate​​ about a concept. Figure​​​‌ 1 illustrates some typical‌ representations, including sketches, hand-made‌​‌ prototypes, 3D models, 3D​​ printed prototypes or instructions.​​​‌

Various design‌​‌ sketches used to inspire​​ our research.

Figure 1​​​‌: Various representations of‌ a hair dryer at‌​‌ different stages of the​​ design process. Image source,​​​‌ in order: c-maeng on‌ deviantart.com, shauntur on deviantart.com,‌​‌ "Prototyping and Modelmaking for​​ Product Design" Hallgrimsson, B.,​​​‌ Laurence King Publishers, 2012,‌ samsher511 on turbosquid.com, my.solidworks.com,‌​‌ weilung tseng on cargocollective.com,​​ howstuffworks.com, u-manual.com

The early​​​‌ representations of a concept,‌ such as rough sketches‌​‌ and hand-made prototypes, help​​ designers formulate their ideas​​​‌ and test the form‌ and function of multiple‌​‌ design alternatives. These low-fidelity​​ representations are meant to​​​‌ be cheap and fast‌ to produce, to allow‌​‌ quick exploration of the​​ design space of the​​​‌ concept. These representations are‌ also often approximate to‌​‌ leave room for subjective​​ interpretation and to stimulate​​​‌ imagination; in this sense,‌ these representations can be‌​‌ considered uncertain. As​​ the concept gets more​​​‌ finalized, time and effort‌ are invested in the‌​‌ production of more detailed​​ and accurate representations, such​​​‌ as high-fidelity 3D models‌ suitable for simulation and‌​‌ fabrication. These detailed models​​ can also be used​​​‌ to create didactic instructions‌ for assembly and usage.‌​‌

Producing these different representations​​ of a concept requires​​​‌ specific skills in sketching,‌ modeling, manufacturing and visual‌​‌ communication. For these reasons,​​​‌ professional studios often employ​ different experts to produce​‌ the different representations of​​ the same concept, at​​​‌ the cost of extensive​ discussions and numerous iterations​‌ between the actors of​​ this process. The complexity​​​‌ of the multi-disciplinary skills​ involved in the design​‌ process also hinders their​​ adoption by laymen.

Existing​​​‌ solutions to facilitate design​ have focused on a​‌ subset of the representations​​ used by designers. However,​​​‌ no solution considers all​ representations at once, for​‌ instance to directly convert​​ a series of sketches​​​‌ into a set of​ physical prototypes. In addition,​‌ all existing methods assume​​ that the concept is​​​‌ unique rather than ambiguous.​ As a result, rich​‌ information about the variability​​ of the concept is​​​‌ lost during each conversion​ step.

We plan to​‌ facilitate design for professionals​​ and laymen by addressing​​​‌ the following objectives:

  • We​ want to assist designers​‌ in the exploration of​​ the design space that​​​‌ captures the possible variations​ of a concept. By​‌ considering a concept as​​ a distribution of shapes​​​‌ and functionalities rather than​ a single object, our​‌ goal is to help​​ designers consider multiple design​​​‌ alternatives more quickly and​ effectively. Such a representation​‌ should also allow designers​​ to preserve multiple alternatives​​​‌ along all steps of​ the design process rather​‌ than committing to a​​ single solution early on​​​‌ and pay the price​ of this decision for​‌ all subsequent steps. We​​ expect that preserving alternatives​​​‌ will facilitate communication with​ engineers, managers and clients,​‌ accelerate design iterations and​​ even allow mass personalization​​​‌ by the end consumers.​
  • We want to support​‌ the various representations used​​ by designers during concept​​​‌ development. While drawings and​ 3D models have received​‌ significant attention in past​​ Computer Graphics research, we​​​‌ will also account for​ the various forms of​‌ rough physical prototypes made​​ to evaluate the shape​​​‌ and functionality of a​ concept. Depending on the​‌ task at hand, our​​ algorithms will either analyze​​​‌ these prototypes to generate​ a virtual concept, or​‌ assist the creation of​​ these prototypes from a​​​‌ virtual model. We also​ want to develop methods​‌ capable of adapting to​​ the different drawing and​​​‌ manufacturing techniques used to​ create sketches and prototypes.​‌ We envision design tools​​ that conform to the​​​‌ habits of users rather​ than impose specific techniques​‌ to them.
  • We want​​ to make professional design​​​‌ techniques available to novices.​ Affordable software, hardware and​‌ online instructions are democratizing​​ technology and design, allowing​​​‌ small businesses and individuals​ to compete with large​‌ companies. New manufacturing processes​​ and online interfaces also​​​‌ allow customers to participate​ in the design of​‌ an object via mass​​ personalization. However, similarly to​​​‌ what happened for desktop​ publishing thirty years ago,​‌ desktop manufacturing tools need​​ to be simplified to​​​‌ account for the needs​ and skills of novice​‌ designers. We hope to​​ support this trend by​​​‌ adapting the techniques of​ professionals and by automating​‌ the tasks that require​​ significant expertise.

3.3 Graphics​​​‌ with Uncertainty and Heterogeneous​ Content

Our research is​‌ motivated by the observation​​ that traditional CG algorithms​​ have not been designed​​​‌ to account for uncertain‌ data. For example, global‌​‌ illumination rendering assumes accurate​​ virtual models of geometry,​​​‌ light and materials to‌ simulate light transport. While‌​‌ these algorithms produce images​​ of high realism, capturing​​​‌ effects such as shadows,‌ reflections and interreflections, they‌​‌ are not applicable to​​ the growing mass of​​​‌ uncertain data available nowadays.‌

The need to handle‌​‌ uncertainty in CG is​​ timely and pressing, given​​​‌ the large number of‌ heterogeneous sources of 3D‌​‌ content that have become​​ available in recent years.​​​‌ These include data from‌ cheap depth+image sensors (e.g.,‌​‌ Kinect or the Tango),​​ 3D reconstructions from image/video​​​‌ data, but also data‌ from large 3D geometry‌​‌ databases, or casual 3D​​ models created using simplified​​​‌ sketch-based modeling tools. Such‌ alternate content has varying‌​‌ levels of uncertainty about​​ the scene or objects​​​‌ being modeled. This includes‌ uncertainty in geometry, but‌​‌ also in materials and/or​​ lights – which are​​​‌ often not even available‌ with such content. Since‌​‌ CG algorithms cannot be​​ applied directly, visual effects​​​‌ artists spend hundreds of‌ hours correcting inaccuracies and‌​‌ completing the captured data​​ to make them useable​​​‌ in film and advertising.‌

Image-Based Rendering (IBR) techniques‌​‌ use input photographs and​​ approximate 3D to produce​​​‌ new synthetic views.

Figure‌ 2:

Image-Based Rendering‌​‌ (IBR) techniques use input​​ photographs and approximate 3D​​​‌ to produce new synthetic‌ views.

We identify a‌​‌ major scientific bottleneck which​​ is the need to​​​‌ treat heterogeneous content, i.e.,‌ containing both (mostly captured)‌​‌ uncertain and perfect, traditional​​ content. Our goal is​​​‌ to provide solutions to‌ this bottleneck, by explicitly‌​‌ and formally modeling uncertainty​​ in CG, and to​​​‌ develop new algorithms that‌ are capable of mixed‌​‌ rendering for this content.​​

We strive to develop​​​‌ methods in which heterogeneous‌ – and often uncertain‌​‌ – data can be​​ handled automatically in CG​​​‌ with a principled methodology.‌ Our main focus is‌​‌ on rendering in CG,​​ including dynamic scenes (video/animations)​​​‌ (see Fig. 2).‌

Given the above, we‌​‌ need to address the​​ following challenges:

  • Develop a​​​‌ theoretical model to handle‌ uncertainty in computer graphics.‌​‌ We must define a​​ new formalism that inherently​​​‌ incorporates uncertainty, and must‌ be able to express‌​‌ traditional CG rendering, both​​ physically accurate and approximate​​​‌ approaches. Most importantly, the‌ new formulation must elegantly‌​‌ handle mixed rendering of​​ perfect synthetic data and​​​‌ captured uncertain content. An‌ important element of this‌​‌ goal is to incorporate​​ cost in the choice​​​‌ of algorithm and the‌ optimizations used to obtain‌​‌ results, e.g., preferring solutions​​ which may be slightly​​​‌ less accurate, but cheaper‌ in computation or memory.‌​‌
  • The development of rendering​​ algorithms for heterogeneous content​​​‌ often requires preprocessing of‌ image and video data,‌​‌ which sometimes also includes​​ depth information. An example​​​‌ is the decomposition of‌ images into intrinsic layers‌​‌ of reflectance and lighting,​​ which is required to​​​‌ perform relighting. Such solutions‌ are also useful as‌​‌ image-manipulation or computational photography​​ techniques. The challenge will​​​‌ be to develop such‌ “intermediate” algorithms for the‌​‌ uncertain and heterogeneous data​​​‌ we target.
  • Develop efficient​ rendering algorithms for uncertain​‌ and heterogeneous content, reformulating​​ rendering in a probabilistic​​​‌ setting where appropriate. Such​ methods should allow us​‌ to develop approximate rendering​​ algorithms using our formulation​​​‌ in a well-grounded manner.​ The formalism should include​‌ probabilistic models of how​​ the scene, the image​​​‌ and the data interact.​ These models should be​‌ data-driven, e.g., building on​​ the abundance of online​​​‌ geometry and image databases,​ domain-driven, e.g., based on​‌ requirements of the rendering​​ algorithms or perceptually guided,​​​‌ leading to plausible solutions​ based on limitations of​‌ perception.

3.4 Physical Simulation​​ of Natural Phenomena

Our​​​‌ world emerged from the​ conjunction of natural phenomena​‌ at different scales, from​​ the orogenesis of mountains​​​‌ to the evolution of​ ecosystems or the daily​‌ changes in weather conditions.​​

Understanding and modeling these​​​‌ phenomena is key to​ visually synthesizing our environments,​‌ reducing the uncertainty inherent​​ to the capture of​​​‌ natural sceneries, and anticipating​ the impacts of natural​‌ hazards on our societies.​​ For all these applications,​​​‌ the ability of a​ user to efficiently direct​‌ the simulation is preeminent,​​ which provides us with​​​‌ two key constraints: first,​ the models should be​‌ fast to enable interactive​​ interactions between the user​​​‌ and the simulation. Second,​ the models have to​‌ exhibit efficient control mechanisms.​​

The previous work on​​​‌ natural phenomena is as​ diverse as the number​‌ of scientific fields specialized​​ in environmental and Earth​​​‌ sciences but with a​ main focus on predictability.​‌ In contrast, computer graphics​​ has a long history​​​‌ of models focused on​ efficiency, robustness, and controllability,​‌ although originally explored for​​ dynamic visual effects (smoke,​​​‌ explosions) and less so​ for natural phenomena that​‌ are more considered from​​ a procedural or phenomenon-based​​​‌ perspective.

We benefit from​ computer graphics expertise in​‌ efficient and controllable physically-based​​ simulations and extend it​​​‌ to natural phenomena. We​ explore new methods in​‌ machine learning and optimization,​​ that enable us to​​​‌ enhance the efficiency of​ our models and reach​‌ a new space of​​ forward and inverse control​​​‌ mechanisms. Coupling these models​ with physics provides guarantees​‌ on the quality of​​ the results and a​​​‌ physical interpretation of the​ controls.

4 Application domains​‌

Our research on design,​​ simulation and computer graphics​​​‌ with heterogeneous data has​ the potential to change​‌ many different application domains.​​ Such applications include:

Product​​​‌ design will be significantly​ accelerated and facilitated. Current​‌ industrial workflows separate 2D​​ illustrators, 3D modelers and​​​‌ engineers who create physical​ prototypes, which results in​‌ a slow and complex​​ process with frequent misunderstandings​​​‌ and corrective iterations between​ different people and different​‌ media. Our unified approach​​ based on design principles​​​‌ could allow all processes​ to be done within​‌ a single framework, avoiding​​ unnecessary iterations. This could​​​‌ significantly accelerate the design​ process (from months to​‌ weeks), result in much​​ better communication between the​​​‌ different experts, or even​ create new types of​‌ experts who cross boundaries​​ of disciplines today.

Mass​​​‌ customization will allow end​ customers to participate in​‌ the design of a​​ product before buying it.​​ In this context of​​​‌ “cloud-based design”, users of‌ an e-commerce website will‌​‌ be provided with controls​​ on the main variations​​​‌ of a product created‌ by a professional designer.‌​‌ Intuitive modeling tools will​​ also allow users to​​​‌ personalize the shape and‌ appearance of the object‌​‌ while remaining within the​​ bounds of the pre-defined​​​‌ design space.

Digital instructions‌ for creating and repairing‌​‌ objects, in collaboration with​​ other groups working in​​​‌ 3D fabrication, could have‌ significant impact in sustainable‌​‌ development and allow anyone​​ to be a creator​​​‌ of things, not just‌ consumers, the motto of‌​‌ the makers movement.

Gaming​​ experience individualization is an​​​‌ important emerging trend; using‌ our results players will‌​‌ also be able to​​ integrate personal objects or​​​‌ environments (e.g., their homes,‌ neighborhoods) into any realistic‌​‌ 3D game. The success​​ of creative games where​​​‌ the player constructs their‌ world illustrates the potential‌​‌ of such solutions. This​​ approach also applies to​​​‌ serious gaming, with applications‌ in medicine, education/learning, training‌​‌ etc. Such interactive experiences​​ with high-quality images of​​​‌ heterogeneous 3D content will‌ be also applicable to‌​‌ archeology (e.g., realistic presentation​​ of different reconstruction hypotheses),​​​‌ urban planning and renovation‌ where new elements can‌​‌ be realistically used with​​ captured imagery.

Virtual training​​​‌, which today is‌ restricted to pre-defined virtual‌​‌ environment(s) that are expensive​​ and hard to create;​​​‌ with our solutions on-site‌ data can be seamlessly‌​‌ and realistically used together​​ with the actual virtual​​​‌ training environment. With our‌ results, any real site‌​‌ can be captured, and​​ the synthetic elements for​​​‌ the interventions rendered with‌ high levels of realism,‌​‌ thus greatly enhancing the​​ quality of the training​​​‌ experience.

Earth and environmental‌ sciences use simulations to‌​‌ understand and characterize natural​​ processes. One of the​​​‌ common scientific methodologies requires‌ testing several simulations with‌​‌ different sets of parameters​​ to observe emergent behavior​​​‌ or to match observed‌ data. Our fast simulation‌​‌ models accelerate this workflow,​​ while our focus on​​​‌ control gives new tools‌ to efficiently reduce the‌​‌ misfit between simulations and​​ observations.

Natural hazard prevention​​​‌ is becoming ever more‌ critical now that several‌​‌ climatic tipping points are​​ crossed or about to​​​‌ be. Fast and controllable‌ simulations of natural phenomena‌​‌ could allow public authorities​​ to quickly assert different​​​‌ scenarios on the verge‌ of imminent hazards, informing‌​‌ them of the probable​​ impacts of their decisions.​​​‌

Another interesting novel use‌ of heterogeneous graphics could‌​‌ be for news reports​​. Using our interactive​​​‌ tool, a news reporter‌ can take on-site footage,‌​‌ and combine it with​​ 3D mapping data. The​​​‌ reporter can design the‌ 3D presentation allowing the‌​‌ reader to zoom from​​ a map or satellite​​​‌ imagery and better situate‌ the geographic location of‌​‌ a news event. Subsequently,​​ the reader will be​​​‌ able to zoom into‌ a pre-existing street-level 3D‌​‌ online map to see​​ the newly added footage​​​‌ presented in a highly‌ realistic manner. A key‌​‌ aspect of these presentation​​ is the ability of​​​‌ the reader to interact‌ with the scene and‌​‌ the data, while maintaining​​​‌ a fully realistic and​ immersive experience. The realism​‌ of the presentation and​​ the interactivity will greatly​​​‌ enhance the readers experience​ and improve comprehension of​‌ the news. The same​​ advantages apply to enhanced​​​‌ personal photography/videography, resulting​ in much more engaging​‌ and lively memories. Such​​ interactive experiences with high-quality​​​‌ images of heterogeneous 3D​ content will be also​‌ applicable to archeology (e.g.,​​ realistic presentation of different​​​‌ reconstruction hypotheses), urban planning​ and renovation where new​‌ elements can be realistically​​ used with captured imagery.​​​‌

Other applications may include​ scientific domains which use​‌ photogrammetric data (captured with​​ various 3D scanners), such​​​‌ as geophysics and seismology.​ Note however that our​‌ goal is not to​​ produce 3D data suitable​​​‌ for numerical simulations; our​ approaches can help in​‌ combining captured data with​​ presentations and visualization of​​​‌ scientific information.

5 Social​ and environmental responsibility

5.1​‌ Footprint of research activities​​

Deep learning algorithms use​​​‌ a significant amount of​ computing resources. We are​‌ attentive to this issue​​ and plan to implement​​​‌ a more detailed policy​ for monitoring overall resource​‌ usage.

5.2 Impact of​​ research results

G. Cordonnier​​​‌ collaborates with geologists and​ glaciologists on various projects,​‌ developing computationally efficient models​​ that can have direct​​​‌ impact in climate related​ research. A. Bousseau regularly​‌ collaborates with designers; their​​ needs serve as an​​​‌ inspiration for some of​ his research projects, including​‌ the developement of innovative​​ digital tools for circular​​​‌ design. Finally, the work​ in FUNGRAPH (G. Drettakis)​‌ has advanced research in​​ visualization for reconstruction of​​​‌ real scenes. The recent​ 3D Gaussian Splatting (3DGS)​‌ 36 work has resulted​​ in extensive technology transfer​​​‌ with many commercial licenses​ of the code already​‌ completed. These involve diverse​​ industrial domains, including e-commerce,​​​‌ casual capture for 3D​ reconstruction, film and television​‌ production, virtual and extended​​ reality, real-estate visualization and​​​‌ others. The 3DGS technology​ significantly reduces the computation​‌ time and thus computational​​ resources required compared to​​​‌ the previous state of​ the art in 3D​‌ reconstruction/novel view synthesis that​​ was the Neural Radiance​​​‌ Fields method (for typical​ scenes, 40 min instead​‌ of 48 hours of​​ GPU time).

6 Highlights​​​‌ of the year

6.1​ Awards

  • Guillaume Cordonnier received​‌ the Young Investigator Award​​ from the conference Shape​​​‌ Modeling international.
  • George Drettakis​ received the ACM SIGGRAPH​‌ Computer Graphics Achievement award,​​ the first for a​​​‌ researcher from a lab​ in Europe, and was​‌ inducted to the ACM​​ SIGGRAPH Academy.
  • An Inria​​​‌ Startup Studio project (OnTheFly)​ was accepted and started​‌ in October, led by​​ Andreas Meuleman (full-time, now​​​‌ at Inria Rennes), and​ with the participation of​‌ George Drettakis.

7 Latest​​ software developments, platforms, open​​​‌ data

7.1 Latest software​ developments

7.1.1 3DGaussianSplats

  • Name:​‌
    3D Gaussian Splatting for​​ Real-Time Radiance Field Rendering​​​‌
  • Keywords:
    3D, View synthesis,​ Graphics
  • Scientific Description:
    Implementation​‌ of the method 3D​​ Gaussian Splatting for Real-Time​​​‌ Radiance Field Rendering, see​ https://repo-sam.inria.fr/fungraph/3d-gaussian-splatting/
  • Functional Description:

    3D​‌ Gaussian Splatting is a​​ method that achieves real-time​​​‌ rendering of captured scenes​ with quality that equals​‌ the previous method with​​ the best quality, while​​ only requiring optimization times​​​‌ competitive with the fastest‌ previous methods

    3D Gaussian‌​‌ Splatting represents 3D scenes​​ with 3D Gaussians that​​​‌ preserve desirable properties of‌ continuous volumetric radiance fields‌​‌ for scene optimization while​​ avoiding unnecessary computation in​​​‌ empty space. The method‌ performs interleaved optimization/density control‌​‌ of the 3D Gaussians,​​ notably optimizing anisotropic covariance​​​‌ to achieve an accurate‌ representation of the scene.‌​‌ We provide a fast​​ visibility-aware rendering algorithm that​​​‌ supports anisotropic splatting and‌ both accelerates training and‌​‌ allows realtime rendering.

    We​​ have provided several updates​​​‌ to the software this‌ year, most importantly integrating‌​‌ new features for better​​ quality and speed of​​​‌ optimization.

  • URL:
  • Contact:‌
    George Drettakis
  • Participant:
    3‌​‌ anonymous participants

7.1.2 3DLayers​​

  • Name:
    VR painting system​​​‌ with layers
  • Keywords:
    Virtual‌ reality, 3D, Painting
  • Functional‌​‌ Description:

    This is the​​ source code for the​​​‌ prototype implementation of the‌ research paper: "3D-Layers: Bringing‌​‌ Layer-Based Color Editing to​​ VR Painting", Emilie Yu,​​​‌ Fanny Chevalier, Karan Singh‌ and Adrien Bousseau, ACM‌​‌ Transactions on Graphics (SIGGRAPH)​​ - 2024

    This is​​​‌ a Unity project that‌ implements a simple VR‌​‌ application compatible with Quest​​ 2/3/Pro headsets. The project​​​‌ features:

    - A VR‌ app with basic 3D‌​‌ painting features (painting tube​​ strokes, stroke deletion and​​​‌ transformation, color palette, undo/redo).‌ - A UI in‌​‌ the VR app to​​ create, paint in, and​​​‌ edit shape and appearance‌ layers, as described in‌​‌ the 3DLayers paper. We​​ have a basic menu​​​‌ UI for users to‌ visualize and navigate in‌​‌ the layer hierarchy. -​​ A basic in-Unity visualizer​​​‌ for paintings created with‌ our system. It enables‌​‌ users to view and​​ render still frames or​​​‌ simple camera path animations.‌ We used it to‌​‌ create all results in​​ the paper/video.

  • URL:
  • Contact:
    Emilie Yu

7.1.3‌ VideoDoodles

  • Name:
    VideoDoodles: Hand-Drawn‌​‌ Animations on Videos with​​ Scene-Aware Canvases
  • Keywords:
    3D​​​‌ web, 3D, 2D animation,‌ 3D animation, Visual tracking‌​‌
  • Scientific Description:
    Implementation for​​ Siggraph 2023 paper VideoDoodles:​​​‌ Hand-Drawn Animations on Videos‌ with Scene-Aware Canvases
  • Functional‌​‌ Description:

    We present an​​ interactive system to ease​​​‌ the creation of so-called‌ video doodles – videos‌​‌ on which artists insert​​ hand-drawn animations for entertainment​​​‌ or educational purposes. Video‌ doodles are challenging to‌​‌ create because to be​​ convincing, the inserted drawings​​​‌ must appear as if‌ they were part of‌​‌ the captured scene. In​​ particular, the drawings should​​​‌ undergo tracking, perspective deformations‌ and occlusions as they‌​‌ move with respect to​​ the camera and to​​​‌ other objects in the‌ scene – visual effects‌​‌ that are difficult to​​ reproduce with existing 2D​​​‌ video editing software. Our‌ system supports these effects‌​‌ by relying on planar​​ canvases that users position​​​‌ in a 3D scene‌ reconstructed from the video.‌​‌ Furthermore, we present a​​ custom tracking algorithm that​​​‌ allows users to anchor‌ canvases to static or‌​‌ dynamic objects in the​​ scene, such that the​​​‌ canvases move and rotate‌ to follow the position‌​‌ and direction of these​​ objects.

    Our system is​​​‌ composed of the following‌ elements: * A preprocessing‌​‌ library to convert depth,​​​‌ camera and motion data​ into data formats compatible​‌ with our system *​​ A collection of Python​​​‌ scripts that can be​ used either offline to​‌ execute 3D point tracking​​ (with the possibility to​​​‌ specify 1 to N​ keyframes) , or as​‌ a backend server to​​ our interactive frontend UI​​​‌ * A web UI​ to author video doodles.​‌ It features a renderer​​ capable of displaying the​​​‌ composited video doodles ,​ an editing interface to​‌ keyframe canvases , a​​ sketching interface to create​​​‌ frame-by-frame animations on canvases​ , basic export capabilities.​‌

  • URL:
  • Contact:
    Emilie​​ Yu

7.1.4 pySBM

  • Keywords:​​​‌
    3D modeling, Vector-based drawing​
  • Scientific Description:

    This project​‌ is the official implementation​​ of our paper Symmetry-driven​​​‌ 3D Reconstruction from Concept​ Sketches, published at SIGGRAPH​‌ 2022 https://ns.inria.fr/d3/SymmetrySketch/

    The software​​ includes a Blender plugin​​​‌ developed in the context​ of our ERC PoC​‌ grant DLift.

  • Functional Description:​​
    This is a sketch-based​​​‌ modeling library. It proposes​ an interface to input​‌ a vector sketch, process​​ it and reconstruct it​​​‌ in 3D.
  • Release Contributions:​
    This release includes a​‌ Blender add-on that communicates​​ with the 3D reconstruction​​​‌ code using a client-server​ architecture. This add-on also​‌ provides a user interface​​ for inspecting the reconstruction​​​‌ and making corrections.
  • URL:​
  • Publication:
  • Contact:​‌
    Adrien Bousseau
  • Participants:
    Jiayi​​ Wei, Felix Hahnlein, Yulia​​​‌ Gryaditskaya, Alla Sheffer, Adrien​ Bousseau
  • Partner:
    University of​‌ British Columbia

7.1.5 pyLowStroke​​

  • Keywords:
    Vector-based drawing, 3D​​​‌ modeling
  • Scientific Description:
    This​ library contains several functionalities​‌ to process line drawings,​​ including loading and saving​​​‌ in svg format, detecting​ vanishing points, calibrating a​‌ camera, detecting intersections. It​​ has been used to​​​‌ develop our reconstruction algorithm​ Symmetry-driven 3D Reconstruction from​‌ Concept Sketches published at​​ SIGGRAPH 2022 https://ns.inria.fr/d3/SymmetrySketch/
  • Functional​​​‌ Description:

    This is a​ library for low-level processing​‌ of freehand sketches. Example​​ applications include reading and​​​‌ writing vector drawings, removing​ hooks, classifying lines into​‌ straight lines and curves​​ and the calibration of​​​‌ a perspective camera model.​

    The software is currently​‌ part of an ERC​​ PoC development cycle for​​​‌ the creation of a​ Blender plugin.

  • URL:
  • Contact:
    Adrien Bousseau
  • Participants:​​
    Felix Hahnlein, Yulia Gryaditskaya,​​​‌ Bastien Wailly, Adrien Bousseau​

7.1.6 Fastflow

  • Name:
    GPU​‌ Acceleration of Flow and​​ Depression Routing for Landscape​​​‌ Simulation
  • Keywords:
    Flow routing,​ Landscape, GPU
  • Functional Description:​‌
    Library for the fast​​ computation of flow and​​​‌ depression routing on the​ GPU for numerical simulations​‌ of landscapes in hydrology​​ and geomorphology. This code​​​‌ enables the computation of​ flow-related properties such as​‌ the discharge over large​​ Digital Elevation Models (flow​​​‌ routing). It solves the​ problem that local minima​‌ in topography interrupt the​​ flow path (depression routing).​​​‌ The code is optimized​ for the GPU, resulting​‌ in fast execution time​​ for large domains.
  • URL:​​​‌
  • Contact:
    Guillaume Cordonnier​

7.1.7 graphdecoviewer

  • Name:
    A​‌ flexible tool for viewing​​ graphics/novel view synthesis content​​​‌
  • Keywords:
    3D visualisation, Graphics​
  • Functional Description:
    This is​‌ a python library that​​ allows to very rapidly​​​‌ prototype an interactive viewer​ for novel view synthesis​‌ algorithms such as 3D​​ Gaussian Splatting, but also​​ for traditional graphics. Several​​​‌ important functionalities are provided,‌ such as remote viewing‌​‌ of a training process​​ (possibly on a cluster),​​​‌ local viewing on a‌ workstation with a fast‌​‌ GPU, as well as​​ typical functionalities required for​​​‌ such research projects.
  • URL:‌
  • Contact:
    George Drettakis‌​‌

7.1.8 H3DGS

  • Name:
    Hierarchical​​ 3D Gaussian Splatting
  • Keywords:​​​‌
    3D modeling, 3D rendering,‌ Differentiable Rendering
  • Scientific Description:‌​‌
    Implementation of the SIGGRAPH​​ 2024 paper A Hierarchical​​​‌ 3D Gaussian Representation for‌ Real-Time Rendering of Very‌​‌ Large Datasets, project page​​ https://repo-sam.inria.fr/fungraph/hierarchical-3d-gaussians/
  • Functional Description:
    Implementation​​​‌ of the SIGGRAPH 2024‌ paper A Hierarchical 3D‌​‌ Gaussian Representation for Real-Time​​ Rendering of Very Large​​​‌ Datasets, project page https://repo-sam.inria.fr/fungraph/hierarchical-3d-gaussians/‌
  • URL:
  • Contact:
    George‌​‌ Drettakis
  • Participant:
    6 anonymous​​ participants
  • Partner:
    Technische Universität​​​‌ Wien

7.1.9 DiffRelightGS

  • Name:‌
    A Diffusion Approach to‌​‌ Radiance Field Relighting using​​ Multi-Illumination Synthesis
  • Keywords:
    3D,​​​‌ 3D reconstruction, 3D rendering,‌ Artificial intelligence, Machine learning‌​‌
  • Functional Description:
    A method​​ to create relightable 3D​​​‌ radiance fields from single-illumination‌ data by exploiting priors‌​‌ extracted from 2D image​​ diffusion models.
  • URL:
  • Publication:
  • Contact:
    George‌ Drettakis
  • Participant:
    5 anonymous‌​‌ participants
  • Partner:
    Université Laval​​

7.1.10 On-The-Fly

  • Name:
    On-the-fly​​​‌ Reconstruction for Large-Scale Novel‌ View Synthesis from Unposed‌​‌ Images
  • Keywords:
    3D, 3D​​ rendering, Differentiable Rendering, 3D​​​‌ reconstruction
  • Functional Description:
    This‌ codebase contains the implementation‌​‌ of the paper https://repo-sam.inria.fr/nerphys/on-the-fly-nvs/.​​ The code provides python/pytorch​​​‌ online training for joint‌ pose estimation and 3D‌​‌ Gaussian Splatting reconstruction as​​ well as visualization tools​​​‌ both for training and‌ post-training visualization, using the‌​‌ graphdecoviewer codebase. The method​​ allows online training with​​​‌ on-the-fly feedback, including a‌ prototype version for phone-based‌​‌ capture.
  • URL:
  • Contact:​​
    George Drettakis

7.1.11 Splat​​​‌ and Replace

  • Name:
    Splat‌ and Replace: 3D Reconstruction‌​‌ with Repetitive Elements
  • Keyword:​​
    3D reconstruction
  • Functional Description:​​​‌
    Official Implementation of "Splat‌ and Replace: 3D Reconstruction‌​‌ with Repetitive Elements" SIGGRAPH​​ Conference Papers 2025, which​​​‌ can be found here‌ https://repo-sam.inria.fr/nerphys/splat-and-replace/. The method allows‌​‌ improved reconstruction of 3D​​ Gaussian Splatting scenes when​​​‌ the capture contains repetitive‌ elements. The code base‌​‌ contains python/pytorch code for​​ training and C++ code​​​‌ for viewing.
  • URL:
  • Publication:
  • Contact:
    George‌​‌ Drettakis
  • Participant:
    6 anonymous​​ participants
  • Partner:
    Adobe

7.1.12​​​‌ EditGaussReflection

  • Name:
    Editable Physically-based‌ Reflections in Raytraced Gaussian‌​‌ Radiance Fields
  • Keywords:
    Graphics,​​ 3D reconstruction
  • Functional Description:​​​‌
    Implementation of the paper‌ https://repo-sam.inria.fr/nerphys/editable-gaussian-reflections/. The codebase contains‌​‌ pytorch/python and cuda/Optix code​​ for ray-traced Gaussian reflections.​​​‌ The codebase includes code‌ for training and for‌​‌ visualization using the graphdeco​​ viewer. The method also​​​‌ includes code for processing‌ of synthetic scenes where‌​‌ ground truth maps for​​ diffuse and non-diffuse layers​​​‌ are provided for input‌ images, and code that‌​‌ uses deep learning to​​ extract the layers for​​​‌ real images.
  • URL:
  • Contact:
    George Drettakis

7.1.13‌​‌ ContextTextureGS

  • Name:
    Content-Aware Texturing​​ for Gaussian Splatting
  • Keywords:​​​‌
    Graphics, 3D reconstruction
  • Functional‌ Description:
    This codebase is‌​‌ an implementation of paper​​ https://repo-sam.inria.fr/nerphys/gs-texturing/. The repository provides​​​‌ python/pytorch code for training‌ and visualization as well‌​‌ as a C++ viewer​​ based on SIBR. The​​​‌ method allows context aware‌ texturing of 3D Gaussians,‌​‌ demonstrating superior performance to​​​‌ other 3DGS texturing methods.​
  • URL:
  • Contact:
    George​‌ Drettakis

7.1.14 sibr-core

  • Name:​​
    System for Image-Based Rendering​​​‌
  • Keyword:
    Graphics
  • Scientific Description:​

    Core functionality to support​‌ Image-Based Rendering research. The​​ core provides basic support​​​‌ for camera calibration, multi-view​ stereo meshes and basic​‌ image-based rendering functionality. Separate​​ dependent repositories interface with​​​‌ the core for each​ research project. This library​‌ is an evolution of​​ the previous SIBR software,​​​‌ but now is much​ more modular.

    sibr-core has​‌ been released as open​​ source software, as well​​​‌ as the code for​ several of our research​‌ papers, as well as​​ papers from other authors​​​‌ for comparisons and benchmark​ purposes.

    The corresponding gitlab​‌ is: https://gitlab.inria.fr/sibr/sibr_core

    The full​​ documentation is at: https://sibr.gitlabpages.inria.fr​​​‌

    This year several improvements​ were added as part​‌ of the 3D Gaussian​​ Splatting support.

  • Functional Description:​​​‌
    sibr-core is a framework​ containing libraries and tools​‌ used internally for research​​ projects based on Image-Base​​​‌ Rendering. It includes both​ preprocessing tools (computing data​‌ used for rendering) and​​ rendering utilities and serves​​​‌ as the basis for​ many research projects in​‌ the group.
  • Contact:
    George​​ Drettakis

7.1.15 CAD2Sketch

  • Keywords:​​​‌
    Non-photorealistic rendering, CAD
  • Scientific​ Description:

    This is a​‌ program to render CAD​​ models as design drawings.​​​‌ The method generates lines​ for each part of​‌ the CAD model, and​​ selects a subset of​​​‌ these lines to produce​ a drawing that is​‌ well constructed with as​​ little clutter as possible.​​​‌ The resulting drawings look​ like drawings created by​‌ product designers.

    This code​​ is the result of​​​‌ the following research project:​ https://ns.inria.fr/d3/cad2sketch/

  • Functional Description:
    This​‌ is a program to​​ render CAD models as​​​‌ design drawings. The method​ generates lines for each​‌ part of the CAD​​ model, and selects a​​​‌ subset of these lines​ to produce a drawing​‌ that is well constructed​​ with as little clutter​​​‌ as possible. The resulting​ drawings look like drawings​‌ created by product designers.​​
  • URL:
  • Contact:
    Adrien​​​‌ Bousseau
  • Participants:
    Adrien Bousseau,​ Felix Hahnlein

7.2 Open​‌ data

OpenSketch
  • Contributors:
    Adrien​​ Bousseau
  • Description:
    A dataset​​​‌ of around 400 design​ drawings
  • Project link:
    https://repo-sam.inria.fr/d3/OpenSketch/​‌
  • Publications:
    OpenSketch: A Richly-Annotated​​ Dataset of Product Design​​​‌ Sketches, SIGGRAPH Asia 2019​ https://ns.inria.fr/d3/OpenSketch/
  • Contact:
    Adrien Bousseau​‌

8 New results

8.1​​ Computer-Assisted Design with Heterogeneous​​​‌ Representations

8.1.1 Rags2Riches: Computational​ Garment Reuse

Participants: Anran​‌ Qi, Adrien Bousseau​​.

We present the​​​‌ first algorithm to automatically​ compute sewing patterns for​‌ upcycling existing garments into​​ new designs (Fig. 3​​​‌). Our algorithm takes​ as input two garment​‌ designs along with their​​ corresponding sewing patterns and​​​‌ determines how to cut​ one of them to​‌ match the other by​​ following garment reuse principles.​​​‌ Specifically, our algorithm favors​ the reuse of seams​‌ and hems present in​​ the existing garment, thereby​​​‌ preserving the embedded value​ of these structural components​‌ and simplifying the fabrication​​ of the new garment​​​‌ (Fig. 3). Finding​ optimal reused patterns is​‌ computationally challenging because it​​ involves both discrete and​​​‌ continuous quantities. Discrete decisions​ include the choice of​‌ existing panels to cut​​ from and the choice​​ of seams and hems​​​‌ to reuse. Continuous variables‌ include the precise placement‌​‌ of the new panels​​ along seams and hems,​​​‌ as well as potential‌ deformations of these panels‌​‌ to maximize reuse. Our​​ key idea for making​​​‌ this optimization tractable is‌ to quantize the shape‌​‌ of garment panels. This​​ allows us to frame​​​‌ the search for an‌ optimal reused pattern as‌​‌ a discrete assignment problem,​​ which we solve efficiently​​​‌ with an ILP solver.‌ We showcase our proposed‌​‌ pipeline on several reuse​​ examples, including comparisons with​​​‌ reused patterns crafted by‌ a professional garment designer.‌​‌ Additionally, we manufacture a​​ physical reused garment to​​​‌ demonstrate the practical effectiveness‌ of our approach.

Figure 3

Virtual‌​‌ and real examples of​​ reusing a pullover to​​​‌ create a dog coat.‌

Figure 3: We‌​‌ present a computational pipeline​​ to convert an existing​​​‌ garment (a, source) into‌ a new garment (b,‌​‌ target). Given the sewing​​ patterns of both garments,​​​‌ our algorithm solves for‌ placement of the target‌​‌ panels over the source​​ garment (c) such that​​​‌ structural components of the‌ existing garment are reused‌​‌ (seams, hems). In this​​ example, the central seams​​​‌ of the front and‌ back of the pullover‌​‌ are reused to form​​ the body and hood​​​‌ of the dog’s coat‌ (1,2,3).

This work is‌​‌ a collaboration with Nico​​ Pietroni from University of​​​‌ Technology Sydney and Maria‌ Korosteleva and Olga Sorkine-Hornung‌​‌ from ETH Zurich. It​​ was published in ACM​​​‌ SIGGRAPH Conference Proceedings 27‌.

8.1.2 Sketch2Data: Recovering‌​‌ Data from Hand-Drawn Infographics​​

Participants: Anran Qi,​​​‌ Adrien Bousseau.

Data‌ collection and visualization have‌​‌ traditionally been seen as​​ activities reserved for experts.​​​‌ However, by drawing simple‌ geometric figures – known‌​‌ as glyphs – anyone​​ can visually record their​​​‌ own data. Still, the‌ resulting hand-drawn infographics do‌​‌ not provide direct access​​ to the underlying data,​​​‌ hindering digital editing of‌ both the glyphs and‌​‌ their values. We introduce​​ a method to recover​​​‌ data values from glyph-based‌ hand-drawn infographics (Fig. 4‌​‌). Given a visualization​​ in a bitmap format​​​‌ and a user-defined parametric‌ template of its glyphs,‌​‌ we leverage deep neural​​ networks to detect and​​​‌ localize the visualization glyphs,‌ and estimate the data‌​‌ values they represent. We​​ also provide a user​​​‌ interface to review and‌ correct these estimates, informed‌​‌ by a measure of​​ uncertainty of the neural​​​‌ network predictions. Our reverse-engineering‌ procedure effectively disentangles the‌​‌ depicted data from its​​ visual representation, enabling various​​​‌ visualization authoring applications, such‌ as visualizing new data‌​‌ values or experimenting with​​ alternative visualizations of the​​​‌ same data.

Figure 4

Illustration of‌ a hand-drawn infographics and‌​‌ the editing features enabled​​ by recovering its data.​​​‌

Figure 4: We‌ introduce a method to‌​‌ recover data values from​​ glyph-based hand-drawn infographics. Given​​​‌ a visualization in a‌ bitmap format (b) and‌​‌ a user-defined parametric template​​ of its glyphs (a),​​​‌ we leverage deep neural‌ networks to detect and‌​‌ localize the visualization glyphs,​​ and estimate the data​​​‌ values they represent (c).‌ Users can re-generate the‌​‌ visualization with new data​​​‌ (d) or edit its​ appearance (e).

This work​‌ is a collaboration with​​ Ariel Shamir from Reichman​​​‌ University and Theophanis Tsandilas​ from the ExSitu group​‌ in the context of​​ the ANR project GLACIS.​​​‌ It was published in​ the Computer and Graphics​‌ journal 21, and​​ presented in the ACM/EG​​​‌ Expressive Symposium.

8.1.3 GarmentImage:​ Raster Encoding of Garment​‌ Sewing Patterns with Diverse​​ Topologies

Participants: Anran Qi​​​‌.

Garment sewing patterns​ are the design language​‌ behind clothing, yet their​​ current vector-based digital representations​​​‌ were not built with​ machine learning in mind.​‌ Vector-based representation encodes a​​ sewing pattern as a​​​‌ discrete set of panels,​ each defined as a​‌ sequence of lines and​​ curves, stitching information between​​​‌ panels and the placement​ of each panel around​‌ a body. However, this​​ representation causes two major​​​‌ challenges for neural networks:​ discontinuity in latent space​‌ between patterns with different​​ topologies and limited generalization​​​‌ to garments with unseen​ topologies in the training​‌ data. In this work,​​ we introduce GarmentImage, a​​​‌ unified raster-based sewing pattern​ representation that addresses these​‌ challenges (Fig. 5).​​ GarmentImage encodes a garment​​​‌ sewing pattern’s geometry, topology​ and placement into multi-channel​‌ regular grids. Machine learning​​ models trained on GarmentImage​​​‌ achieve seamless transitions between​ patterns with different topologies​‌ and show better generalization​​ capabilities compared to models​​​‌ trained on vector-based representation.​ We demonstrate the effectiveness​‌ of GarmentImage across three​​ applications: pattern exploration in​​​‌ latent space, text-based pattern​ editing, and image-to-pattern prediction.​‌ The results show that​​ GarmentImage achieves superior performance​​​‌ on these applications using​ only simple convolutional networks.​‌

Figure 5

Illustration of how a​​ GarmentImage represents a garment​​​‌ and enable various applications.​

Figure 5: GarmentImage​‌ encodes a garment sewing​​ pattern’s geometry, topology and​​​‌ placement as raster data.​ This leads to a​‌ more continuous latent space​​ and improved generalizability to​​​‌ unseen topologies compared to​ vector-based sewing pattern representation.​‌ (a) Interpolation between the​​ two patterns with different​​​‌ topologies (green and purple)​ in the latent space​‌ of the GarmentImage-trained VAE​​ yields a continuous transition​​​‌ and seamless panel merging​ (top), whereas the vector-based​‌ representation-trained VAE generates an​​ invalid pattern (bottom). (b)​​​‌ When given an image​ of an unseen garment​‌ type (top + skirt),​​ the GarmentImage-trained model successfully​​​‌ predicts the new pattern​ (top), whereas the vector-based​‌ model defaults to a​​ known pattern (top +​​​‌ pants) present in the​ training data (bottom).

This​‌ work is a collaboration​​ with Yuki Tatsukawa, I-Chao​​​‌ Shen and Takeo Igarashi​ from The University of​‌ Tokyo and was initiated​​ while Anran Qi was​​​‌ a postdoc in their​ group. It was published​‌ in ACM SIGGRAPH Conference​​ Proceedings 29.

8.1.4​​​‌ FontCraft: Multimodal Font Design​ Using Interactive Bayesian Optimization​‌

Participants: Anran Qi.​​

Creating new fonts requires​​​‌ a lot of human​ effort and professional typographic​‌ knowledge. Despite the rapid​​ advancements of automatic font​​​‌ generation models, existing methods​ require users to prepare​‌ pre-designed characters with target​​ styles using font-editing software,​​​‌ which poses a problem​ for non-expert users. To​‌ address this limitation, we​​ propose FontCraft, a system​​ that enables font generation​​​‌ without relying on pre-designed‌ characters (Fig. 6).‌​‌ Our approach integrates the​​ exploration of a font-style​​​‌ latent space with human-in-the-loop‌ preferential Bayesian optimization and‌​‌ multimodal references, facilitating efficient​​ exploration and enhancing user​​​‌ control. Moreover, FontCraft allows‌ users to revisit previous‌​‌ designs, retracting their earlier​​ choices in the preferential​​​‌ Bayesian optimization process. Once‌ users finish editing the‌​‌ style of a selected​​ character, they can propagate​​​‌ it to the remaining‌ characters and further refine‌​‌ them as needed. The​​ system then generates a​​​‌ complete outline font in‌ OpenType format. We evaluated‌​‌ the effectiveness of FontCraft​​ through a user study​​​‌ comparing it to a‌ baseline interface. Results from‌​‌ both quantitative and qualitative​​ evaluations demonstrate that FontCraft​​​‌ enables non-expert users to‌ design fonts efficiently.

Figure 6

Illustration‌​‌ of how users create​​ a font in FontCraft.​​​‌

Figure 6: FontCraft‌ allows non-expert users to‌​‌ create a font without​​ pre-designed characters through four​​​‌ key steps. (a) Users‌ input multimodal data (text,‌​‌ images, font files) to​​ construct a new search​​​‌ subspace. (b) Users repeatedly‌ explore the search subspace‌​‌ recommended by Bayesian optimization​​ or constructed by multimodal​​​‌ reference using a slider.‌ (c) Users can propagate‌​‌ an edited character’s style​​ to the remaining characters​​​‌ and refine any unsatisfactory‌ characters (e.g., “K”) by‌​‌ repeating tasks (a) and​​ (b). (d) The system​​​‌ generates OpenType Font (OTF)‌ file.

This work is‌​‌ a collaboration with Yuki​​ Tatsukawa, I-Chao Shen, Yuki​​​‌ Koyama, and Takeo Igarashi‌ from The University of‌​‌ Tokyo, Mustafa Doga Dogan​​ from Adobe Research, and​​​‌ Ariel Shamir from Reichman‌ University. The project was‌​‌ initiated while Anran Qi​​ was a postdoc at​​​‌ The University of Tokyo.‌ It was published at‌​‌ the ACM conference on​​ Human Factors in Computing​​​‌ Systems (CHI) 29.‌

8.1.5 Shape Approximation by‌​‌ Surface Reuse

Participants: Berend​​ Baas, Adrien Bousseau​​​‌.

The manufacturing industry‌ faces an urgent need‌​‌ to transition from the​​ linear “make-take-use-dispose” production model​​​‌ towards more sustainable circular‌ models that retain resources‌​‌ in the production chain.​​ Motivated by this need,​​​‌ we introduce the new‌ problem of approximating 3D‌​‌ surfaces by reusing panels​​ from other surfaces. We​​​‌ present an algorithm that‌ takes as input one‌​‌ or several existing shapes​​ and relies on partial​​​‌ shape registration to identify‌ a small set of‌​‌ simple panels that, once​​ cut from the existing​​​‌ shapes and transformed rigidly,‌ approximate a target shape‌​‌ within a user-defined distance​​ threshold. As a proof​​​‌ of concept, we demonstrate‌ our algorithm in the‌​‌ context of rapid prototyping,​​ where we harvest curved​​​‌ panels from plastic bottles‌ and assemble them with‌​‌ custom connectors to fabricate​​ medium-size freeform structures. See​​​‌ Fig. 7.

Figure 7

Example‌ of reusing surface panels‌​‌ from a plastic bottle​​ to approximate a saddle​​​‌ shape.

Figure 7:‌ Our method decomposes source‌​‌ and target shapes (a,b)​​ to approximate the target​​​‌ with panels taken from‌ the source (c). In‌​‌ this example, we fabricate​​ a model of a​​​‌ saddle using panels cut‌ from a plastic bottle‌​‌ and assembled with 3D-printed​​​‌ connectors (d).

This work​ is a collaboration with​‌ David Bommes from University​​ of Bern, Switzerland and​​​‌ was published SGP 16​.

8.1.6 Computational Material​‌ Reuse with fabrication Constraints​​

Participants: Berend Baas,​​​‌ Adrien Bousseau, Marzia​ Riso.

Material reuse​‌ focuses on the design​​ and fabrication of objects​​​‌ from reclaimed parts of​ old stock material. Due​‌ to the potential impacts​​ on the environment and​​​‌ increasing the value of​ waste materials, recent research​‌ has focussed on the​​ domain of computational material​​​‌ reuse: The development of​ computational design tools that​‌ aid in identifying and​​ optimizing the reuse of​​​‌ source elements for new​ targets.

In this domain,​‌ several topics have been​​ explored in recent years:​​​‌ Ranging from reuse of​ fabric patches or one-dimensional​‌ beam/truss structures, to more​​ recently the reuse of​​​‌ two-dimensional elements.

Practical reuse​ scenarios however generally come​‌ with many fabrication constraints:​​ One such example is​​​‌ surface continuity, where we​ aim to reuse elements​‌ while minimizing gaps (which​​ have to be filled​​​‌ with virgin material). We​ explore how to combine​‌ material reuse and practical​​ fabrication constraints in a​​​‌ single optimization framework, with​ a focus on the​‌ reuse of rigid elements.​​

8.1.7 From blades to​​​‌ tracks: a case study​ in structural reuse of​‌ curved surfaces for circular​​ design

Participants: Marzia Riso​​​‌, Adrien Bousseau.​

We explore the fabrication​‌ of curved surfaces by​​ reusing panels extracted from​​​‌ decommissioned wind turbine blades,​ using cycling pumptracks as​‌ a case study. We​​ first analyze real-world prototypes​​​‌ of pumptrack modules that​ we manufactured to evaluate​‌ the practicality of this​​ reuse scenario and to​​​‌ define the boundary conditions​ for harvesting blade panels​‌ and assembling a track.​​ We then propose an​​​‌ algorithm to optimize the​ segmentation of a wind​‌ turbine blade into quadrilateral​​ panels whose sides fall​​​‌ within a small set​ of compatible boundaries. These​‌ panels form a library​​ of modules that designers​​​‌ can connect side by​ side to create pumptracks​‌ of various lengths and​​ curvatures. Together, these contributions​​​‌ provide a proof-of-concept of​ how computer-aided design and​‌ manufacturing can support circular​​ design through the reuse​​​‌ of curved surfaces. See​ Fig. 8.

Figure 8.a
Figure 8.b

From​‌ blades to tracks

From​​ blades to tracks

Figure​​​‌ 8: Taking 6​ blade segments as input​‌ (a), our algorithm extracts​​ 36 modules and identify​​​‌ 6 groups of compatible​ boundaries (b, only a​‌ subset of modules and​​ compatibility groups shown). The​​​‌ modules exhibit diverse curvature,​ twist, and angle between​‌ their two extremities, allowing​​ to create tracks with​​​‌ corners (c, top) and​ rollers (c, bottom).

This​‌ work is a collaboration​​ with Jesse Pupping, Mariana​​​‌ Popescu, Jelle Joustra from​ TU Delft - Industrial​‌ Design Engineering. It was​​ published in the proceedings​​​‌ of the 10th ACM​ Symposium on Computational Fabrication​‌ 26, where it​​ was presented.

8.1.8 Interactive​​​‌ Optimization of Scaffolded Procedural​ Patterns

Participants: Marzia Riso​‌.

A procedural program​​ is the representation of​​​‌ a family of assets​ that share the same​‌ structural or semantic properties,​​ whose final appearance is​​ determined by different parameter​​​‌ assignments. Identifying the parameter‌ values that define a‌​‌ desired asset is usually​​ a time-consuming operation, since​​​‌ it requires manually tuning‌ parameters separately and in‌​‌ a non-intuitive manner. In​​ the domain of procedural​​​‌ patterns, recent works focused‌ on estimating parameter values‌​‌ to match a target​​ render or sketch, using​​​‌ parameter optimization or inference‌ via neural networks. However,‌​‌ these approaches are neither​​ fast enough for interactive​​​‌ design nor precise enough‌ to give direct control.‌​‌ We propose an interactive​​ method for procedural parameter​​​‌ estimation based on the‌ idea of scaffolded procedural‌​‌ patterns. A scaffolded procedural​​ pattern is a sequence​​​‌ of procedural programs that‌ model a pattern in‌​‌ a coarse-to-fine manner, in​​ which the desired pattern​​​‌ appearance is reached step-by-step‌ by inheriting previously optimized‌​‌ parameters. Through scaffolding, patterns​​ are more straightforward to​​​‌ sketch for users and‌ easier to optimize for‌​‌ most algorithms. In our​​ implementation, patterns are represented​​​‌ as procedural signed distance‌ functions whose parameters are‌​‌ estimated with a gradient-free​​ optimization method that runs​​​‌ in real-time on the‌ GPU. We show that‌​‌ scaffolded patterns can be​​ created with a node-based​​​‌ interface familiar to artists.‌ We validate our approach‌​‌ by creating and interactively​​ editing several scaffolded patterns.​​​‌ We show the effectiveness‌ of scaffolding through a‌​‌ user study, where scaffolding​​ enhances both the output​​​‌ quality and the editing‌ experience with respect to‌​‌ approaches that optimize the​​ procedural parameters all at​​​‌ once. We also perform‌ a comparison with previous‌​‌ strategies and provide several​​ recordings of real-time editing​​​‌ sessions in the accompanying‌ materials. See Fig. 9‌​‌.

Figure 9

Scaffolded Optimization

Figure​​ 9: We interactively​​​‌ edit procedural patterns by‌ optimizing their parameters towards‌​‌ the best match with​​ respect to hand-drawn sketches.​​​‌ We base our work‌ on the use of‌​‌ scaffolded procedural patterns, that​​ are sets of coarse-to-fine​​​‌ procedural functions, called levels,‌ each of which is‌​‌ parametrized by a superset​​ of the previous function’s​​​‌ procedural parameters. Scaffolded patterns‌ are edited level-by-level, allowing‌​‌ users to sketch in​​ a coarse-to-fine manner rather​​​‌ than requiring them to‌ sketch all details simultaneously.‌​‌ Also, since the optimization​​ is split into multiple​​​‌ levels, the overall method‌ is fast and stable,‌​‌ making it suitable for​​ real-time sketching. Here, we​​​‌ show a pattern drawn‌ in seven steps, using‌​‌ red to highlight user’s​​ strokes.

This work is​​​‌ a collaboration with Davide‌ Sforza, Filppo Muzzini, Nicola‌​‌ Capodieci and Fabio Pellacini​​ from Sapienza University of​​​‌ Rome and University of‌ Modena and Reggio Emilia.‌​‌ It was published in​​ ACM SIGGRAPH 2025 Conference​​​‌ Track 28.

8.1.9‌ Sketched CAD Sequences Dataset‌​‌

Participants: Marzia Riso,​​ Loïc Gaillard, Adrien​​​‌ Bousseau.

Existing datasets‌ of sketched Computer-Aided Design‌​‌ (CAD) models have been​​ collected by asking designers​​​‌ to reproduce only the‌ final model image, without‌​‌ considering the full construction​​ sequence, and are typically​​​‌ limited in scale. Motivated‌ by the observation that‌​‌ sketching CAD models naturally​​ follows a coarse-to-fine process,​​​‌ we aim to collect‌ a new dataset of‌​‌ sketches that includes a​​​‌ larger and more diverse​ set of shapes while​‌ providing designers with the​​ complete construction sequence as​​​‌ a reference. Target models​ are selected from the​‌ Fusion 360 Reconstruction Dataset​​ and enriched with additional​​​‌ details through operations such​ as chamfers and fillets.​‌ To facilitate data collection,​​ we developed a web-based​​​‌ sketching interface implemented using​ React and Node.js, which​‌ is connected to a​​ backend database for storing​​​‌ sketches and associated metadata.​

8.1.10 CADrawer : Autoregressive​‌ CAD Generation from 3D​​ Sketches

Participants: Henro Kriel​​​‌, Adrien Bousseau.​

We present CADrawer, a​‌ system that translates 3D​​ sketches into CAD programs​​​‌ using an autoregressive approach,​ leveraging construction lines as​‌ a rich source of​​ information for recovering intermediate​​​‌ CAD operations. This work​ is a collaboration with​‌ Gilda Manfredi from the​​ University of Basilicata, Yuanbo​​​‌ Li and Daniel Ritchie​ from Brown University. We​‌ submitted this work to​​ Eurographics.

8.1.11 ImplicitDrag: Drag-Based​​​‌ Editing of Differentiable Implicits​

Participants: Henro Kriel,​‌ Marzia Riso, Adrien​​ Bousseau.

We present​​​‌ a method to perform​ drag-based editing of parametric​‌ shape models that represent​​ classes of shapes as​​​‌ implicit surfaces. This work​ is a collaboration with​‌ Siddhartha Chaudhuri from Adobe,​​ Aamen Muharram and Daniel​​​‌ Ritchie from Brown University.​

8.1.12 DancingBox: A Lightweight​‌ MoCap System for Character​​ Animation from Physical Proxies​​​‌

Participants: Adrien Bousseau.​

Creating compelling 3D character​‌ animations typically requires either​​ expert use of professional​​​‌ software or expensive motion​ capture systems operated by​‌ skilled actors. We are​​ working on a lightweight,​​​‌ vision-based system that makes​ motion capture accessible to​‌ novices by reimagining the​​ process as digital puppetry.​​​‌ Instead of tracking precise​ human motions, our method​‌ captures the approximate movements​​ of everyday objects manipulated​​​‌ by users with a​ single webcam. These coarse​‌ proxy motions are then​​ refined into realistic character​​​‌ animations by conditioning a​ generative motion model on​‌ bounding-box representations, enriched with​​ human motion priors learned​​​‌ from large-scale datasets. To​ overcome the lack of​‌ paired proxy–animation data, we​​ synthesize training pairs by​​​‌ converting existing motion capture​ sequences into proxy representations.​‌ Users of our system​​ can create character animation​​​‌ using diverse proxies, from​ plush toys to bananas,​‌ lowering the barrier to​​ entry for novice animators.​​​‌

This ongoing work is​ a collaboration with Haocheng​‌ Yuan and Changjian Li​​ from The University of​​​‌ Edinburgh and Hao Pan​ from Tsinghua University. This​‌ project was initiated during​​ Adrien Bousseau's visit at​​​‌ The University of Edinburgh​ in June-July 2025.

8.2​‌ Graphics with Uncertainty and​​ Heterogeneous Content

8.2.1 On-the-fly​​​‌ Reconstruction for Large-Scale Novel​ View Synthesis from Unposed​‌ Images.

Participants: Andreas Meuleman​​, Ishaan Shah,​​​‌ Alexandre Lanvin, George​ Drettakis.

Radiance field​‌ methods such as 3D​​ Gaussian Splatting (3DGS) allow​​​‌ easy reconstruction from photos,​ enabling free-viewpoint navigation. Nonetheless,​‌ pose estimation using Structure​​ from Motion and 3DGS​​​‌ optimization can still each​ take between minutes and​‌ hours of computation after​​ capture is complete. Simultaneous​​​‌ Localization and Mapping (SLAM)​ methods combined with 3DGS​‌ are fast but struggle​​ with wide camera baselines​​ and large scenes. We​​​‌ present an on-the-fly method‌ to produce camera poses‌​‌ and a trained 3DGS​​ immediately after capture. Our​​​‌ method can handle dense‌ and wide-baseline captures of‌​‌ ordered photo sequences and​​ large-scale scenes (Fig. 10​​​‌). To do this,‌ we first introduce fast‌​‌ initial pose estimation, exploiting​​ learned features and a​​​‌ GPU-friendly mini bundle adjustment.‌ We then introduce direct‌​‌ sampling of Gaussian primitive​​ positions and shapes, incrementally​​​‌ spawning primitives where required,‌ significantly accelerating training. These‌​‌ two efficient steps allow​​ fast and robust joint​​​‌ optimization of poses and‌ Gaussian primitives. Our incremental‌​‌ approach handles large-scale scenes​​ by introducing scalable radiance​​​‌ field construction, progressively clustering‌ 3DGS primitives, storing them‌​‌ in anchors, and offloading​​ them from the GPU.​​​‌ Clustered primitives are progressively‌ merged, keeping the required‌​‌ scale of 3DGS at​​ any viewpoint. We evaluate​​​‌ our solution on a‌ variety of datasets and‌​‌ show that it can​​ provide on-the-fly processing of​​​‌ all the capture scenarios‌ and scene sizes we‌​‌ target. At the same​​ time, our method remains​​​‌ competitive – in speed,‌ image quality, or both‌​‌ – with other methods​​ that only handle specific​​​‌ capture styles or scene‌ sizes.

Figure 10

Illustration of the‌​‌ on-the-fly 3DGS method for​​ joint pose and radiance​​​‌ field estimation

Figure 10‌: Our method performs‌​‌ on-the-fly reconstruction from an​​ unposed, ordered image sequence.​​​‌ The total processing time‌ for our method is‌​‌ 30min for this sequence​​ of over 4000 images:​​​‌ with our method, the‌ poses and radiance field‌​‌ are immediately available after​​ taking the photos. The​​​‌ scene was captured in‌ a 1km walk in‌​‌ 30min, using a camera​​ in "drive mode" taking​​​‌ photos at 3 images/sec,‌ resulting in around 4000‌​‌ images. Our method incrementally​​ reconstructs a 3D Gaussian​​​‌ representation along with the‌ camera poses. In the‌​‌ middle right, we show​​ a novel view of​​​‌ the same scene reconstructed‌ with Hierarchical 3DGS, that‌​‌ requires 22 hours of​​ processing for camera pose​​​‌ estimation and 3DGS optimization,‌ in contrast to our‌​‌ method (right) that has​​ completed all processing by​​​‌ the time photos are‌ taken. The camera calibration‌​‌ of hierarchical 3DGS fails​​ in many places later​​​‌ on the path, leading‌ to novel view synthesis‌​‌ failure in some places.​​

This work was in​​​‌ collaboration with B. Kerbl‌ from TU Wien, was‌​‌ published in ACM Transactions​​ on Graphics and presented​​​‌ at ACM SIGGRAPH 20‌.

8.2.2 Splat and‌​‌ Replace: 3D Reconstruction with​​ Repetitive Elements.

Participants: Nicolas​​​‌ Violante, Andreas Meuleman‌, Alban Gauthier,‌​‌ George Drettakis.

We​​ leverage repetitive elements in​​​‌ 3D scenes to improve‌ novel view synthesis. Neural‌​‌ Radiance Fields (NeRF) and​​ 3D Gaussian Splatting (3DGS)​​​‌ have greatly improved novel‌ view synthesis but renderings‌​‌ of unseen and occluded​​ parts remain low-quality if​​​‌ the training views are‌ not exhaustive enough. Our‌​‌ key observation is that​​ our environment is often​​​‌ full of repetitive elements.‌ We propose to leverage‌​‌ those repetitions to improve​​ the reconstruction of low-quality​​​‌ parts of the scene‌ due to poor coverage‌​‌ and occlusions. We propose​​​‌ a method that segments​ each repeated instance in​‌ a 3DGS reconstruction, registers​​ them together, and allows​​​‌ information to be shared​ among instances (Fig. 11​‌). Our method improves​​ the geometry while also​​​‌ accounting for appearance variations​ across instances. We demonstrate​‌ our method on a​​ variety of synthetic and​​​‌ real scenes with typical​ repetitive elements, leading to​‌ a substantial improvement in​​ the quality of novel​​​‌ view synthesis.

Figure 11

Illustration of​ our method to exploit​‌ repetitive elements for 3DGS​​ reconstruction

Figure 11:​​​‌ Our method improves 3D​ reconstruction in unseen views,​‌ by leveraging the multi-view​​ information contained in repetitive​​​‌ elements (the two windows​ in this example). From​‌ left to right, we​​ compare Nerfbusters [Warburg et​​​‌ al. 2023], Bayes Rays​ [Goli et al. 2024],​‌ an improved version of​​ 3D Gaussian Splatting [Kerbl​​​‌ et al. 2023] described​ in Section 5.2, our​‌ method, and the ground​​ truth novel test view​​​‌ of a real scene.​

This work is a​‌ collaboration with Fredo Durand​​ from MIT and Thibault​​​‌ Groueix from Adobe Research.​ It was published in​‌ SIGGRAPH 2025 Conference Track​​ 31.

8.2.3 Editable​​​‌ Gaussian Reflections

Participants: Yohan​ Poirier-Ginter, Jeffrey Hu​‌, George Drettakis.​​

Radiance fields such as​​​‌ 3D Gaussian Splatting allow​ real-time rendering of scenes​‌ captured from photos. They​​ also reconstruct most specular​​​‌ reflections with high visual​ quality, but typically model​‌ them with “fake” reflected​​ geometry, using primitives behind​​​‌ the reflector. Our goal​ is to correctly reconstruct​‌ the reflector and the​​ reflected objects, such as​​​‌ to make specular reflections​ editable. We present a​‌ proof of concept that​​ exploits promising learning-based methods​​​‌ to extract diffuse and​ specular buffers from photos,​‌ as well as geometry​​ and bidirectional Reflectance Distribution​​​‌ Function (BRDF) buffers. Our​ method builds on three​‌ key components. First, by​​ using diffuse and specular​​​‌ buffers of input training​ views, we optimize a​‌ diffuse version of the​​ scene and use path​​​‌ tracing to efficiently generate​ physically based specular reflections.​‌ Second, we present a​​ specialized training method that​​​‌ allows this process to​ converge. Finally, we present​‌ a fast ray tracing​​ algorithm for 3D Gaussian​​​‌ primitives that enables efficient​ multi-bounce reflections. Our method​‌ reconstructs reflectors and reflected​​ objects—including those not seen​​​‌ in the input images​ — in a unique​‌ scene representation. Our solution​​ allows real-time, consistent editing​​​‌ of captured scenes with​ specular reflections, including multi-bounce​‌ effects, changing roughness, and​​ more. We mainly show​​​‌ results using ground truth​ buffers from synthetic scenes,​‌ and also preliminary results​​ in real scenes with​​​‌ currently imperfect learning-based buffers.​ See Fig. 12.​‌

Figure 12

Illustration for Editable Physically-based​​ Reflections in Raytraced Gaussian​​​‌ Radiance Fields

Figure 12​: Our Gaussian-based radiance-field​‌ method allows interactive editing​​ of path traced reflections,​​​‌ with consistent updates.

This​ work is in collaboration​‌ with Jean-François Lalonde Université​​ Laval, Quebec, Canada, in​​​‌ the context of the​ co-tutelle for Yohan Poirier-Ginter.​‌ This work was published​​ at SIGGRAPH Asia 2025​​​‌ as a Conference Paper​ 25.

8.2.4 An​‌ evaluation of Spatially-Varying BRDF​​ (SVBRDF) Prediction from Generative​​ Image Models for Appearance​​​‌ Modeling of 3D Scenes‌

Participants: Alban Gauthier,‌​‌ Alexandre Lanvin, Adrien​​ Bousseau, George Drettakis​​​‌.

Digital content creation‌ is experiencing a profound‌​‌ change with the advent​​ of deep generative models.​​​‌ For texturing, conditional image‌ generators now allow the‌​‌ synthesis of realistic RGB​​ images of a 3D​​​‌ scene that aligns with‌ the geometry of that‌​‌ scene. For appearance modeling,​​ SVBRDF prediction networks recover​​​‌ material parameters from RGB‌ images. Combining these technologies‌​‌ allows us to quickly​​ generate SVBRDF maps for​​​‌ multiple views of a‌ 3D scene, which can‌​‌ be merged to form​​ an SVBRDF texture atlas​​​‌ of that scene (see‌ Fig. 13). In‌​‌ this work, we analyze​​ the challenges and opportunities​​​‌ for SVBRDF prediction in‌ the context of such‌​‌ a fast appearance modeling​​ pipeline. On the one​​​‌ hand, single-view SVBRDF predictions‌ might suffer from multiview‌​‌ incoherence and yield inconsistent​​ texture atlases. On the​​​‌ other hand, generated RGB‌ images, and the different‌​‌ modalities on which they​​ are conditioned, can provide​​​‌ additional information for SVBRDF‌ estimation compared to photographs.‌​‌ We compare neural architectures​​ and conditions to identify​​​‌ designs that achieve high‌ accuracy and coherence. We‌​‌ find that, surprisingly, a​​ standard UNet is competitive​​​‌ with more complex designs.‌

Figure 13

An AI method to‌​‌ extract materials

Figure 13​​: Given the geometry​​​‌ of the scene and‌ an example image (left),‌​‌ we use generative image​​ diffusion models and SVBRDF​​​‌ predictors to obtain multiview‌ physically-based material maps that‌​‌ are merged into a​​ texture atlas for the​​​‌ scene, enabling rendering under‌ arbitrary view and lighting‌​‌ (right).

This work is​​ a collaboration with Valentin​​​‌ Deschaintre from Adobe Research‌ and Fredo Durand from‌​‌ MIT. It was published​​ as a Symposium-Track paper​​​‌ at EGSR 2025, and‌ presented at the in-person‌​‌ conference in July 2025​​ 23.

8.2.5 Content-Aware​​​‌ Texturing for Gaussian Splatting‌

Participants: Panagiotis Papantonakis,‌​‌ George Drettakis.

Gaussian​​ Splatting has become the​​​‌ method of choice for‌ 3D reconstruction and real-time‌​‌ rendering of captured real​​ scenes. However, fine appearance​​​‌ details need to be‌ represented as a large‌​‌ number of small Gaussian​​ primitives, which can be​​​‌ wasteful when geometry and‌ appearance exhibit different frequency‌​‌ characteristics.

Inspired by the​​ long tradition of texture​​​‌ mapping, we propose to‌ use texture to represent‌​‌ detailed appearance where possible.​​ Our main focus is​​​‌ to incorporate per-primitive texture‌ maps that adapt to‌​‌ the scene in a​​ principled manner during Gaussian​​​‌ Splatting optimization. We do‌ this by proposing a‌​‌ new appearance representation for​​ 2D Gaussian primitives with​​​‌ textures where the size‌ of a texel is‌​‌ bounded by the image​​ sampling frequency and adapted​​​‌ to the content of‌ the input images. We‌​‌ achieve this by adaptively​​ upscaling or downscaling the​​​‌ texture resolution during optimization.‌ In addition, our approach‌​‌ enables control of the​​ number of primitives during​​​‌ optimization based on texture‌ resolution. We show that‌​‌ our approach performs favorably​​ in image quality and​​​‌ total number of parameters‌ used compared to alternative‌​‌ solutions for textured Gaussian​​​‌ primitives. See Fig. 14​.

Figure 14

Illustration of Context​‌ Aware Texturing for Gaussian​​ Splatting.

Figure 14:​​​‌ We propose a content-aware​ texturing method for 2D​‌ Gaussian Splatting. Our textures​​ reconstruct intricate scene detail​​​‌ (a). Gaussian primitives reconstruct​ the shape of the​‌ scene at low frequency​​ of appearance; we show​​​‌ this in (b) where​ texturing is disabled. Our​‌ method is adaptive, allowing​​ different primitives to have​​​‌ different texel sizes, depending​ on scene content. On​‌ the right hand panel​​ we display primitives with​​​‌ progressively higher texel-to-pixel ratio.​ In regions with high​‌ frequency appearance, texels have​​ size close that of​​​‌ pixels (e.g., the table​ cover (c)). For the​‌ low-frequency walls however (d),​​ the ratio is high,​​​‌ with each texel representing​ a large number of​‌ input image pixels

This​​ work is a collaboration​​​‌ with Georgios Kopanas from​ Google DeepMind and Frédo​‌ Durand from MIT CSAIL​​ and was presented at​​​‌ the 2025 Eurographics Symposium​ on Rendering (EGSR) 24​‌.

8.2.6 Does 3D​​ Gaussian Splatting Need Accurate​​​‌ Volumetric Rendering?

Participants: George​ Drettakis.

Since its​‌ introduction, 3D Gaussian Splatting​​ (3DGS) has become an​​​‌ important reference method for​ learning 3D representations of​‌ a captured scene, allowing​​ real-time novel-view synthesis with​​​‌ high visual quality and​ fast training times. Neural​‌ Radiance Fields (NeRFs), which​​ preceded 3DGS, are based​​​‌ on a principled ray-marching​ approach for volumetric rendering.​‌ In contrast, while sharing​​ a similar image formation​​​‌ model with NeRF, 3DGS​ uses a hybrid rendering​‌ solution that builds on​​ the strengths of volume​​​‌ rendering and primitive rasterization.​ A crucial benefit of​‌ 3DGS is its performance,​​ achieved through a set​​​‌ of approximations, in many​ cases with respect to​‌ volumetric rendering theory. A​​ naturally arising question is​​​‌ whether replacing these approximations​ with more principled volumetric​‌ rendering solutions can improve​​ the quality of 3DGS.​​​‌ In this project, we​ present an in-depth analysis​‌ of the various approximations​​ and assumptions used by​​​‌ the original 3DGS solution.​ We demonstrate that, while​‌ more accurate volumetric rendering​​ can help for low​​​‌ numbers of primitives, the​ power of efficient optimization​‌ and the large number​​ of Gaussians allows 3DGS​​​‌ to outperform volumetric rendering​ despite its approximations (see​‌ Fig. 15)

Figure 15

Image​​ illustrating that approximate volumetric​​​‌ rendering only matters for​ 3D Gaussian Splatting for​‌ low primitive counts.

Figure​​ 15: Lego scene​​​‌ from the NeRF-synthetic dataset.​ Left: 4k Gaussians,​‌ rendered with 3D Gaussian​​ Splatting and with extinction-based​​​‌ volume ray marching. Right​: 100k Gaussians with​‌ the same two techniques.​​ While the more principled​​​‌ ray-marching technique yields superior​ quality for fewer Gaussians,​‌ this benefit vanishes in​​ qualitative and quantitative assessment​​​‌ when increasing their number.​

This project is a​‌ collaboration with Adam Celarek,​​ Michael Wimmer and Bernhard​​​‌ Kerbl from the TU​ Wien (Autria) and Georgios​‌ Kopanas (Google UK), and​​ was published at Eurographics​​​‌ 2025 and Computer Graphics​ Forum 17.

8.2.7​‌ MILo: Mesh-In-the-Loop Gaussian Splatting​​ for Detailed and Efficient​​​‌ Surface Reconstruction

Participants: George​ Drettakis.

While recent​‌ advances in Gaussian Splatting​​ have enabled fast reconstruction​​ of high-quality 3D scenes​​​‌ from images, extracting accurate‌ surface meshes remains a‌​‌ challenge. Current approaches extract​​ the surface through costly​​​‌ post-processing steps, resulting in‌ the loss of fine‌​‌ geometric details or requiring​​ significant time and leading​​​‌ to very dense meshes‌ with millions of vertices.‌​‌ More fundamentally, the a​​ posteriori conversion from a​​​‌ volumetric to a surface‌ representation limits the ability‌​‌ of the final mesh​​ to preserve all geometric​​​‌ structures captured during training.‌ We present MILo, a‌​‌ novel Gaussian Splatting framework​​ that bridges the gap​​​‌ between volumetric and surface‌ representations by differentiably extracting‌​‌ a mesh from the​​ 3D Gaussians (Fig. 16​​​‌). We design a‌ fully differentiable procedure that‌​‌ constructs the mesh—including both​​ vertex locations and connectivity—at​​​‌ every iteration directly from‌ the parameters of the‌​‌ Gaussians, which are the​​ only quantities optimized during​​​‌ training.

Our method introduces‌ three key technical contributions:‌​‌ (1) a bidirectional consistency​​ framework ensuring both representations—Gaussians​​​‌ and the extracted mesh—capture‌ the same underlying geometry‌​‌ during training; (2) an​​ adaptive mesh extraction process​​​‌ performed at each training‌ iteration, which uses Gaussians‌​‌ as differentiable pivots for​​ Delaunay triangulation; (3) a​​​‌ novel method for computing‌ signed distance values from‌​‌ the 3D Gaussians that​​ enables precise surface extraction​​​‌ while avoiding geometric erosion.‌

Our approach can reconstruct‌​‌ complete scenes, including backgrounds,​​ with state-of-the-art quality while​​​‌ requiring an order of‌ magnitude fewer mesh vertices‌​‌ than previous methods.

Due​​ to their light weight​​​‌ and empty interior, our‌ meshes are well suited‌​‌ for downstream applications such​​ as physics simulations and​​​‌ animation.

This project is‌ in collaboration with Antoine‌​‌ Guedon, Diego Gomez, Bingchen​​ Gog and Maks Oksjanikov​​​‌ from the École Polytechnique‌ in Paris and Nissim‌​‌ Maruani from the TITANE​​ team and was published​​​‌ in ACM Transactions on‌ Graphics and presented at‌​‌ ACM SIGGRAPH Asia 18​​.

Figure 16

Illustration of the​​​‌ Mesh-in-the-Loop Gaussian Splatting approach.‌

Figure 16: Mesh-in-the-Loop‌​‌ Gaussian Splatting. Our method​​ introduces a novel differentiable​​​‌ mesh extraction framework that‌ operates during the optimization‌​‌ of 3D Gaussian Splatting​​ representations. At every training​​​‌ iteration, we differentiably extract‌ a mesh—including both vertex‌​‌ locations and connectivity—directly from​​ Gaussian parameters. This enables​​​‌ gradient flow from the‌ mesh to Gaussians, allowing‌​‌ us to promote bidirectional​​ consistency between volumetric (Gaussians)​​​‌ and surface (extracted mesh)‌ representations. This approach guides‌​‌ Gaussians toward configurations better​​ suited for surface reconstruction,​​​‌ resulting in higher quality‌ meshes with significantly fewer‌​‌ vertices. In this example,​​ our method reconstructs the​​​‌ entire bicycle scene—including background—with‌ almost 10 times fewer‌​‌ vertices than previous methods​​ while preserving fine geometric​​​‌ details. Our framework can‌ be plugged into any‌​‌ Gaussian splatting representation, increasing​​ performance while generating an​​​‌ order of magnitude fewer‌ mesh vertices. MILo makes‌​‌ the reconstructions more practical​​ for downstream applications like​​​‌ physics simulations and animation.‌

8.2.8 Importance Sampling of‌​‌ the Micrograin Visible NDF​​

Participants: Simon Lucas,​​​‌ Romain Pacanowski (Inria Manao)‌, Pascal Barla (Inria‌​‌ Manao).

Importance sampling​​ of visible normal distribution​​​‌ functions (vNDF) is a‌ required ingredient for the‌​‌ efficient rendering of microfacet-based​​​‌ materials. We explain how​ to sample the vNDF​‌ for a micrograin material​​ model, which has been​​​‌ recently improved to handle​ height-normal correlations through a​‌ new Geometric Attenuation Factor,​​ leading to a stronger​​​‌ impact on appearance compared​ to the earlier Smith​‌ approximation. We first derived​​ an analytic expression for​​​‌ the marginal and conditional​ cumulative distribution functions (CDFs)​‌ of the vNDF. Then​​ we provide efficient methods​​​‌ for inverting these CDFs​ based respectively on a​‌ 2D lookup table and​​ on the triangle-cut method.​​​‌ Our method provided better​ efficiency for equal time​‌ renderings as illustrated in​​ Fig. 17.

Rendering​‌ of a living-room scene​​ showing the benefit of​​​‌ our method.

Figure 17​: Multiple renderings of​‌ a living-room scene showing​​ several objects covered by​​​‌ different types of micrograins,​ using (a) NDF sampling​‌ or (b) vNDF sampling,​​ with (c) a reference​​​‌ rendering. The zoom insets​ highlight the impact of​‌ vNDF sampling with a​​ noticeable noise reduction mainly​​​‌ at grazing angles and​ in regions of inter-reflections,​‌ for near constant-time renderings.​​

This work was published​​​‌ in Computer Graphics Forum​ (CGF) journal and was​‌ also presented at Eurographics​​ Symposium On Rendering (EGSR)​​​‌ 2025 19. We​ collaborated with Pascal Barla​‌ and Romain Pacanowski from​​ Inria Bordeaux.

8.2.9 A​​​‌ Discrete Polydisperse Porous BSDF​ Model based on the​‌ Micrograin Framework

Participants: Kewei​​ Xu (Université de Poitiers)​​​‌, Simon Lucas,​ Pascal Barla (Inria Manao)​‌, Benjamin Bringier (Université​​ de Poitiers), Mickaël​​​‌ Ribardière (Université de Poitiers)​.

While previous work​‌ on micrograin models assumes​​ a distribution of micrograins​​​‌ of same shapes and​ colors, our work extend​‌ this formalism to polydispersity.​​ The new BSDF model​​​‌ support varying micrograin height​ and anisotropy giving additional​‌ control to simulate phenomena​​ like retro-reflection from mixed​​​‌ materials, color mixture depending​ on lighting and observation​‌ directions, multiple directions of​​ anisotropy.

This work is​​​‌ a collaboration with Kewei​ Xu, Benjamin Bringier, Mickaël​‌ Ribardière from Université de​​ Poitiers and Pascal Barla​​​‌ from Inria Bordeaux.

8.2.10​ Spectral Prefiltering of Neural​‌ Fields

Participants: Andreas Meuleman​​.

Neural fields excel​​​‌ at representing continuous visual​ signals but typically operate​‌ at a single, fixed​​ resolution. We present a​​​‌ simple yet powerful method​ to optimize neural fields​‌ that can be prefiltered​​ in a single forward​​​‌ pass (Fig. 18).​ Key innovations and features​‌ include: (1) We perform​​ convolutional filtering in the​​​‌ input domain by analytically​ scaling Fourier feature embeddings​‌ with the filter’s frequency​​ response. (2) This closed-form​​​‌ modulation generalizes beyond Gaussian​ filtering and supports other​‌ parametric filters (Box and​​ Lanczos) that are unseen​​​‌ at training time. (3)​ We train the neural​‌ field using single-sample Monte​​ Carlo estimates of the​​​‌ filtered signal. Our method​ is fast during both​‌ training and inference, and​​ imposes no additional constraints​​​‌ on the network architecture.​ We show quantitative and​‌ qualitative improvements over existing​​ methods for neural-field filtering.​​​‌

Figure 18

SPNF

Figure 18:​ We present a training​‌ method for neural fields​​ that enables linear prefiltering​​ with multiple reconstruction filters.​​​‌ At training time, the‌ neural field sees parameters‌​‌ of a single symmetric​​ filter. At test time,​​​‌ we support prefiltering a‌ variety of unseen filters‌​‌ (e.g., Box or Lanczos).​​ Here, we show neural​​​‌ fields trained on an‌ image (with bottom-right insets‌​‌ of frequency spectrum) and​​ signed distance function using​​​‌ Gaussian filters, with generalization‌ on Box and Lanczos‌​‌ filters. Images from Adobe​​ FiveK; © original photographers/Adobe.​​​‌ Mesh models from the‌ Stanford 3D Scanning Repository;‌​‌ © Stanford Computer Graphics​​ Laboratory.

This project was​​​‌ a collaboration with Mustafa‌ B. Yaldiz, Ishit Mehta,‌​‌ Nithin Raghavan, Tzu-Mao Li​​ and Ravi Ramamoorthi from​​​‌ the University of California‌ San Diego and was‌​‌ published at ACM SIGGRAPH​​ Asia 2025 Conference Track​​​‌ 32.

8.2.11 Importance‌ sampling of light field‌​‌

Participants: Simon Lucas,​​ George Drettakis.

To​​​‌ realistically light a virtual‌ object using a real-world‌​‌ scene, the scene must​​ be captured in high-dynamic​​​‌ range (HDR) to enable‌ accurate virtual reconstruction. In‌​‌ this project, we investigate​​ the integration of virtual​​​‌ objects into HDR scene‌ reconstructions based on 3D‌​‌ Gaussian Splatting. However, the​​ use of HDR Gaussians​​​‌ introduces challenges for efficient‌ rendering, particularly in path-tracing–based‌​‌ renderers, where high dynamic​​ range values can lead​​​‌ to increased noise, similar‌ to issues encountered when‌​‌ using HDR environment maps.​​ To address this issue,​​​‌ we will develop an‌ importance sampling method tailored‌​‌ to HDR Gaussian representations​​ in order to improve​​​‌ rendering efficiency and reduce‌ noise.

8.2.12 Editable Gaussian‌​‌ Shading

Participants: Yohan Poirier-Ginter​​, George Drettakis.​​​‌

Path tracing diffuse illumination‌ in 3D Gaussians is‌​‌ too slow for interactive​​ use. We are thus​​​‌ investigating different approaches to‌ accelerate diffuse illumination in‌​‌ 3D Gaussian scenes, including​​ cone tracing, with the​​​‌ goal of allowing the‌ extension of our previous‌​‌ work to real-time, editable​​ diffuse illumination. This work​​​‌ is in collaboration with‌ Jean-François Lalonde Université Laval,‌​‌ Quebec, Canada, in the​​ context of the co-tutelle​​​‌ for Yohan Poirier-Ginter.

8.2.13‌ Fast Gaussian Raytracing

Participants:‌​‌ Yohan Poirier-Ginter, George​​ Drettakis.

3D Gaussian​​​‌ Splatting is a popular‌ representation for radiance field‌​‌ reconstruction, distinguished by the​​ rendering speed of its​​​‌ rasterization-based renderer. While 3D‌ Gaussians can also be‌​‌ raytraced, this approach has​​ so far been slower,​​​‌ with 3D Gaussian Ray‌ Tracing (3DGRT) taking nearly‌​‌ one order of magnitude​​ longer to optimize. To​​​‌ address this, we propose‌ a fast ray tracer‌​‌ for 3D Gaussians designed​​ to close this performance​​​‌ gap and match 3DGS's‌ speed while preversing quality‌​‌ near 3DGRT's. This work​​ is in collaboration with​​​‌ Jean-François Lalonde Université Laval,‌ Quebec, Canada, in the‌​‌ context of the co-tutelle​​ for Yohan Poirier-Ginter.

8.2.14​​​‌ Adaptive Spatio-Temporal 3D Gaussian‌ Splatting for Scenes with‌​‌ Oscillatory Motion

Participants: Petros​​ Tzathas, Andreas Meuleman​​​‌, Jeffrey Hu,‌ Guillaume Cordonnier, George‌​‌ Drettakis.

We propose​​ a method for the​​​‌ 3D reconstruction of dynamic‌ scenes with incoherent motion,‌​‌ such as leaves moving​​ in the wind, that​​​‌ can be particularly challenging‌ because of small objects‌​‌ with similar appearance that​​​‌ move independently. The method​ comprises a 3D Gaussian​‌ Splatting representation with per​​ primitive keyframes for the​​​‌ motion, which is adapted​ via a space-time densification​‌ algorithm based on error​​ moments. Our approach has​​​‌ higher quality than previous​ solution, and has significantly​‌ higher framerate for rendering.​​

8.2.15 Lighting-Consistent Object Transfer​​​‌ Across Radiance Fields.

Participants:​ Nicolas Violante, Linus​‌ Franke, George Drettakis​​.

3D Gaussian Splatting​​​‌ (3DGS) is widely used​ to capture and render​‌ real scenes. Taking objects​​ from one capture and​​​‌ inserting them into another​ has applications in many​‌ domains, such as Visual​​ Effects (VFX), architecture and​​​‌ interior design or marketing.​ However, naively extracting the​‌ Gaussians from a source​​ scene and inserting into​​​‌ a target will fail,​ because the lighting is​‌ inconsistent. We present a​​ solution to this problem.​​​‌ We first allow interactive​ selection and segmentation to​‌ extract an object from​​ the source scene. We​​​‌ then naively composite the​ source object into the​‌ input images of the​​ target scene, resulting in​​​‌ inconsistent lighting. To harmonize​ lighting, we create a​‌ heterogeneous dataset of image​​ pairs, combining synthetic, generated​​​‌ and real data, allowing​ us to fine-tune a​‌ diffusion model allowing harmonization​​ of lighting for each​​​‌ input image. We then​ propose a consolidation step​‌ that combines our fine-tuned​​ diffusion model with 3DGS​​​‌ optimization to provide a​ consolidated scene which has​‌ consistent lighting, including shadows​​ and reflections. Our method​​​‌ provides visually compelling results,​ making object transfer between​‌ 3DGS easy to use​​ and significantly improving quality​​​‌ compared to previous methods.​

This work is a​‌ collaboration with George Kopanas​​ from Runway ML and​​​‌ Google DeepMind, and Julien​ Philip from Netflix Eyeline​‌ Studios.

8.2.16 Extracting Material-informed​​ Meshes from Primitive-based Radiance​​​‌ Fields

Participants: Panagiotis Papantonakis​, Linus Franke,​‌ Alexander Mai, George​​ Drettakis.

In this​​​‌ ongoing project, we aim​ to extract material-informed meshes​‌ from a primitive-based radiance​​ field reconstruction of a​​​‌ scene. Unlike previous techniques​ we aim to use​‌ the reconstructed lighting of​​ the scene instead of​​​‌ an distance light approximation​ of it. To that​‌ end, we extend an​​ existing technique (MILo) to​​​‌ support physically-based rendering and​ material learning.

8.2.17 Immediate​‌ 3D Gaussian Splat Reconstruction​​ of Unordered Input with​​​‌ Global Consistency

Participants: Andreas​ Meuleman, Linus Franke​‌, Boris Zhestiankin,​​ George Drettakis.

3D​​​‌ Gaussian Splatting (3DGS) has​ become the method of​‌ choice for reconstructing and​​ real-time rendering of captured​​​‌ scenes. To capture a​ scene with good visual​‌ quality, continuous images sequences​​ are usually combined with​​​‌ out-of-order shots for better​ scene coverage. Structure from​‌ motion can reconstruct such​​ captures, but only after​​​‌ they are all available​ and often with high​‌ computational cost. Incremental reconstruction​​ methods – often derived​​​‌ from SLAM solutions –​ provide immediate feedback, but​‌ cannot handle the out-of-order​​ capture we require. We​​​‌ provide the first immediate​ feedback solution for such​‌ radiance field capture that​​ provides global consistency. We​​​‌ first introduce a method​ for fast matching in​‌ out-of-order sequences, by repurposing​​ visual place recognition models​​ and a covisibility graph,​​​‌ and provide an efficient‌ way to find highly‌​‌ connected keyframes, improving quality​​ even for ordered sequences.​​​‌ We show how these‌ steps – together with‌​‌ GPU optimization and careful​​ Gaussian primitive placement –​​​‌ provide fast local reconstruction,‌ in our challenging radiance‌​‌ field reconstruction case. We​​ then introduce a novel​​​‌ cluster-based method, again using‌ the covisibility graph, to‌​‌ provide efficient loop closure​​ that does not require​​​‌ sequential input. Finally, to‌ handle large scenes in‌​‌ our context, we introduce​​ a progressive hierarchy that​​​‌ allows our method to‌ scale to large environments,‌​‌ without compromising efficiency. Our​​ results show that we​​​‌ provide immediate feedback 3DGS‌ reconstruction with good visual‌​‌ quality in several datasets,​​ with up to thousands​​​‌ of input images.

This‌ project is a collaboration‌​‌ with Camille Montemagni from​​ Inria Rennes (ISS OnTheFly).​​​‌

8.2.18 Multi-spectral Gaussian Splatting‌

Participants: Linus Franke.‌​‌

MS-Splatting is a project​​ that develops a flexible​​​‌ framework for generating consistent‌ 3D images from multiple‌​‌ cameras with different spectral​​ ranges. The approach does​​​‌ not require cross-modal calibration‌ and works with a‌​‌ variety of spectral data.​​ It improves rendering quality​​​‌ and has applications in‌ fields like agriculture.

This‌​‌ work is in collaboration​​ with L. Meyer, J.​​​‌ Grün, M. Weiherer, B.‌ Egger and M. Stamminger‌​‌ from the Friedrich-Alexander-Universität Erlangen​​ Nürnberg (FAU Erlangen-Nürnberg), Germany.​​​‌

8.2.19 Accelerated Gaussian Splatting‌

Participants: Linus Franke.‌​‌

This project is focused​​ on optimizing 3D Gaussian​​​‌ Splatting (3DGS) to accelerate‌ training without sacrificing visual‌​‌ quality. It consolidates effective​​ strategies from prior research​​​‌ and adds new optimizations‌ to improve numerical stability,‌​‌ Gaussian truncation, and gradient​​ approximation. The system offers​​​‌ faster training and sets‌ a new benchmark for‌​‌ cost-effective, resource-efficient 3DGS optimization,​​ with applications in non-rigid​​​‌ scene reconstruction.

This work‌ is in collaboration with‌​‌ F. Hahlbohm, M. Eisemann​​ and M. Magnor from​​​‌ the Technische Universität Braunschweig‌ (TU Braunschweig), Germany.

8.3‌​‌ Physical Simulation for Graphics​​

8.3.1 Arenite: A Physics​​​‌ Based Sandstone Simulator

Participants:‌ Aryamaan Jain, Guillaume‌​‌ Cordonnier.

We introduced​​ Arenite, a novel physics-based​​​‌ approach for modeling sandstone‌ structures. The key insight‌​‌ of our work is​​ that simulating a combination​​​‌ of stress and multi-factor‌ erosion enables the generation‌​‌ of a wide variety​​ of sandstone structures observed​​​‌ in nature. We isolate‌ the key shape-forming phenomena:‌​‌ multi-physics fabric interlocking, wind​​ and fluvial erosion, and​​​‌ particle-based deposition processes. Complex‌ 3D structures such as‌​‌ arches, alcoves, hoodoos, or​​ buttes can be achieved​​​‌ by creating simple 3D‌ structures with user-painted erodable‌​‌ areas and vegetation and​​ running the simulation. We​​​‌ demonstrate the algorithm on‌ a wide variety of‌​‌ structures, and our GPU-based​​ implementation achieves the simulation​​​‌ in less than 5‌ minutes on a desktop‌​‌ computer for our most​​ complex example. See Fig.​​​‌ 19.

Figure 19

The image‌ depicts a desert landscape‌​‌ with tall rock formations​​ illustrating the structure generated​​​‌ by Arenite.

Figure 19‌: A large sandstone‌​‌ structure generated by Arenite.​​ The user defines simple​​​‌ initial conditions of each‌ object (layer hardness and‌​‌ vegetation), and the physics-based​​​‌ simulation generates the results.​

This work is a​‌ collaboration with Zhanyu Yang,​​ Zhaopeng Wang and Bedrich​​​‌ Benes from Purdue University,​ USA and Marie-Paule Cani​‌ from Ecole Polytechnique, CNRS​​ (LIX), IP Paris, France.​​​‌ It was published in​ ACM Transactions on Graphics,​‌ and presented at SIGGRAPH​​ 2025 22.

8.3.2​​​‌ Authoring Terrestrial Planets with​ Generative AI

Participants: Guillaume​‌ Cordonnier.

To support​​ the design and subsequent​​​‌ generation of terrestrial planets​ for use in the​‌ creative media, we propose​​ a solution that employs​​​‌ a generative model trained​ on satellite data from​‌ planetary bodies with a​​ defined solid surface, such​​​‌ as the Earth and​ Mars. A user sketches​‌ coarse elevation, landcover, temperature,​​ and precipitation directly onto​​​‌ a globe. Our model​ then infers high-resolution heightmap​‌ and surface appearance layers​​ at planetary scales, with​​​‌ sufficient detail to enable​ animated flyovers within the​‌ exosphere at a distance​​ of a few thousand​​​‌ kilometers from the planet's​ surface. We address the​‌ issue of distortion in​​ the mapping from atlas​​​‌ to globe using a​ quadsphere representation, and the​‌ consistency of large-scale geomorphological​​ features by extracting a​​​‌ global river network from​ the sketch inputs and​‌ providing this as conditioning​​ to the diffusion. As​​​‌ our results demonstrate, our​ generative model provides a​‌ balance between: authoring control​​ through a multi-layer painting​​​‌ interface with a satellite​ image pre-visualization; computation times​‌ proportional to the surface​​ area being generated; landscape​​​‌ diversity, displaying, without repetition​ artifacts, the full range​‌ of elevation and landcover​​ features drawn from multiple​​​‌ source planets, and geomorphological​ plausibility through the provision​‌ of a consistent uninterrupted​​ exorheic global river network,​​​‌ where permitted by the​ input sketches.

This is​‌ ongoing work with Oliver​​ Borg and James Gain​​​‌ from the University of​ Cape Town, Eric Galin,​‌ Eric Guérin, Adrien Peytavie​​ from LIRIS / Université​​​‌ de Lyon, and Marie-Paule​ Cani from Ecole polytechynique.​‌

8.3.3 GlacierGAN: Using Generative​​ Adversarial Networks (GANs) to​​​‌ generate synthetic satellite imagery​ given physical simulations

Participants:​‌ Guillaume Cordonnier.

Despite​​ the abundance of studies​​​‌ predicting profound changes in​ mountainous landscapes as a​‌ result of global warming,​​ the general public lacks​​​‌ concrete and intuitive visualizations​ to clearly grasp the​‌ consequences of climate scenarios.​​ This calls for efforts​​​‌ to translate high-level scientific​ results into accessible visual​‌ products, such as satellite​​ imagery. To tackle this​​​‌ challenge, we use a​ Generative Adversarial Network (GAN)​‌ to reconstruct synthetic satellite​​ images from simulation data,​​​‌ showcasing what the European​ Alps could look like​‌ ice-free in the future,​​ as well as what​​​‌ they could have looked​ like during the last​‌ ice age for comparison.​​ We integrated our visualization​​​‌ model into a physics-based​ glacier evolution model to​‌ allow glaciologists present their​​ results directly in the​​​‌ form of plausible satellite​ images, maximizing their impact​‌ on the public. While​​ scientific communication is imperative​​​‌ in the domain of​ global warming, this approach​‌ can be generalized to​​ other domains in an​​​‌ effort to aid scientific​ clarity.

This is ongoing​‌ work with Guillaume Jouvet​​ and Brandon Finley from​​ the University of Lausanne.​​​‌

8.3.4 Particle-based geomorphological transport‌ for terrain erosion simulation‌​‌

Participants: Guillaume Cordonnier.​​

Mountainous terrains evolve over​​​‌ geological timescales through erosion‌ processes driven by the‌​‌ complex interplay of transported​​ quantities such as water,​​​‌ sediment, and rockfall. A‌ key challenge in erosion‌​‌ modeling is the simultaneous​​ simulation of transport and​​​‌ erosive processes, which differ‌ in temporal scales by‌​‌ several orders of magnitude.​​ We address this challenge​​​‌ with a novel, parallel,‌ stochastic particle-based method capable‌​‌ of simulating transport over​​ geological timescales. Our approach​​​‌ relaxes the strong assumptions‌ on velocity required by‌​‌ prior works (e.g.​​, based on the​​​‌ Stream Power Law), enabling‌ a new erosion model‌​‌ grounded in a more​​ general form of momentum​​​‌ conservation. We demonstrate that‌ our scheme accurately solves‌​‌ the underlying conservation laws​​ and avoids artifacts common​​​‌ in previous works. Furthermore,‌ we show that our‌​‌ new erosion model captures​​ multiscale geomorphological features, producing​​​‌ coherent basin structures and‌ dynamic phenomena such as‌​‌ braided rivers, meanders, and​​ deltas.

This is ongoing​​​‌ work with Nicholas McDonald‌ from erosiv Studio (Austria).‌​‌

8.3.5 Terrain Synthesis as​​ a Boundary Value Problem​​​‌

Participants: Guillaume Cordonnier.‌

The digital synthesis of‌​‌ terrains is often expressed​​ as an initial value​​​‌ problem, by which some‌ initial heightmap is eroded‌​‌ and uplifted until convergence,​​ with research focusing on​​​‌ ways to make more‌ efficient or larger time-steps.‌​‌ In this project, terrain​​ synthesis is instead formulated​​​‌ as a boundary value‌ problem, where the recovered‌​‌ solutions correctly satisfy the​​ erosion laws at steady-state.​​​‌ Our algorithm is fully‌ implementable on the GPU‌​‌ and yields state-of-the-art performance​​ by requiring significantly fewer​​​‌ iterations to achieve convergence.‌ Beyond the performance benefits,‌​‌ the key conceptual benefit​​ of our method is​​​‌ from a user-control perspective.‌ Instead of constructing a‌​‌ solution that is dependent​​ on an initial state,​​​‌ this method will synthesize‌ any terrain that satisfies‌​‌ both the erosion law​​ and the user-specified boundary​​​‌ conditions, which are imposed‌ on the final state.‌​‌

This is ongoing work​​ with Nicholas McDonald from​​​‌ erosiv Studio (Austria).

8.3.6‌ Pixels2Peaks: Converting Terrain Images‌​‌ To Heightmaps

Participants: Aryamaan​​ Jain, Guillaume Cordonnier​​​‌.

We develop a‌ novel AI-based method to‌​‌ automatically reconstruct a full​​ 3D terrain model from​​​‌ a single 2D photograph.‌ This inverse problem is‌​‌ a longstanding challenge in​​ computer graphics. Our approach​​​‌ uses diffusion models guided‌ by physical consistency to‌​‌ ensure the generated terrain​​ is not only visually​​​‌ plausible but also hydrologically‌ and geomorphologically correct.

This‌​‌ work is a collaboration​​ with James Gain from​​​‌ University of Cape Town,‌ South Africa.

9 Partnerships‌​‌ and cooperations

9.1 International​​ research visitors

9.1.1 Visits​​​‌ of international scientists

  • Angela‌ Dai from TU Munich‌​‌ visited the group as​​ part of her participation​​​‌ in the Morgenstern Colloquium‌ in March.
  • Alyosha Efros‌​‌ from UC Berkeley visited​​ in January the group​​​‌ as part of his‌ sabbatical in France.
  • Eric‌​‌ Paquette from ETS Montreal​​ visited the group in​​​‌ May for four weeks.‌
  • Marc Stamminger (FAU Erlangen),‌​‌ Miika Aittala (NVIDIA Research​​​‌ Helsinki) and Peter Hedman​ (Google UK) visited the​‌ group and participated with​​ talks in a mini-workshop​​​‌ with the opportunity of​ the Ph.D. defense of​‌ Nicolas Violante.
  • Eric Tabellion​​ from Google US visited​​​‌ the group and gave​ a talk in September.​‌

9.1.2 Visits to international​​ teams

Research stays abroad​​​‌
Adrien Bousseau
  • Visited institution:​
    University of Edinburgh
  • Country:​‌
    UK
  • Dates:
    June 2nd​​ to July 11th (6​​​‌ weeks)
  • Context of the​ visit:
    Collaboration with the​‌ GraphViX Group let by​​ Changjian Li in the​​​‌ School of Informatics, supported​ by the Huawei Strategic​‌ Talent Programme of University​​ of Edinburgh
  • Mobility program/type​​​‌ of mobility:
    Research stay​
Marzia Riso
  • Visited institution:​‌
    Brown University
  • Country:
    USA​​
  • Dates:
    November 13th to​​​‌ November 18th
  • Context of​ the visit:
    Collaboration with​‌ Daniel Ritchie supported by​​ the ANR-NSF project NaturalCAD​​​‌
  • Mobility program/type of mobility:​
    Research stay

9.2 European​‌ initiatives

9.2.1 Horizon Europe​​

NERPHYS

NERPHYS project on​​​‌ cordis.europa.eu

  • Title:
    Empowering Neural​ Rendering Methods with Physically-Based​‌ Capabilities
  • Duration:
    From December​​ 1, 2024 to November​​​‌ 30, 2029
  • Partners:
    • INSTITUT​ NATIONAL DE RECHERCHE EN​‌ INFORMATIQUE ET AUTOMATIQUE (INRIA),​​ France
  • Inria contact:
    Georges​​​‌ Drettakis
  • Coordinator:
  • Summary:

    While​ long restricted to an​‌ elite of expert digital​​ artists, 3D content creation​​​‌ has recently been greatly​ simplified by deep learning.​‌ Neural representations of 3D​​ objects have revolutionized real-world​​​‌ capture from photos, while​ generative models are starting​‌ to enable 3D object​​ synthesis from text prompts.​​​‌ These methods use differentiable​ neural rendering that allows​‌ efficient optimization of the​​ powerful and expressive “soft”​​​‌ neural representations, but ignores​ physically-based principles, and thus​‌ has no guarantees on​​ accuracy, severely limiting the​​​‌ utility of the resulting​ content.

    Differentiable physically-based rendering​‌ on the other hand​​ can produce 3D assets​​​‌ with physics-based parameters, but​ depends on rigid traditional​‌ “hard” graphics representations required​​ for light-transport computation, that​​​‌ make optimization much harder​ and is also costly,​‌ limiting applicability.

    In NERPHYS,​​ we will combine the​​​‌ strengths of both neural​ and physically-based rendering, lifting​‌ their respective limitations by​​ introducing polymorphic 3D representations,​​​‌ i.e., capable of morphing​ between different states to​‌ accommodate both efficient gradient-based​​ optimization and physically-based light​​​‌ transport. By augmenting these​ representations with corresponding polymorphic​‌ differentiable renderers, our methodology​​ will unleash the potential​​​‌ of neural rendering to​ produce physically-based 3D assets​‌ with guarantees on accuracy.​​

    NERPHYS will have ground-breaking​​​‌ impact on 3D content​ creation, moving beyond today's​‌ simplistic plausible imagery, to​​ full physically-based rendering with​​​‌ guarantees on error, enabling​ the use of powerful​‌ neural rendering methods in​​ any application requiring accuracy.​​​‌ Our polymorphic approach will​ fundamentally change how we​‌ reason about scene representations​​ for geometry and appearance,​​​‌ while our rendering algorithms​ will provide a new​‌ methodology for image synthesis,​​ e.g., for training data​​​‌ generation or visual effects.​

DLift

Participants: Adrien Bousseau​‌, Jiayi Wei,​​ Loic Gaillard.

DLift​​​‌ project on cordis.europa.eu

  • Title:​
    Lifting Design Drawings to​‌ 3D
  • Duration:
    From April​​ 1, 2024 to September​​​‌ 30, 2025
  • Partners:
    • INSTITUT​ NATIONAL DE RECHERCHE EN​‌ INFORMATIQUE ET AUTOMATIQUE (INRIA),​​ France
  • Inria contact:
    Adrien​​ BOUSSEAU
  • Coordinator:
    Adrien BOUSSEAU​​​‌
  • Summary:

    Building on the‌ outcome of the ERC‌​‌ Starting Grant D3 (ERC-2016-STG​​ 714221), the objective of​​​‌ DLift is to demonstrate‌ how our technology for‌​‌ reconstructing drawings in 3D​​ can streamline the Computer-Aided-Design​​​‌ (CAD) workflow, and to‌ take the first steps‌​‌ in industrializing this technology.​​

    Drawing is a fundamental​​​‌ tool of product design.‌ However, while 2D drawings‌​‌ are easily understood by​​ humans, they are currently​​​‌ not interpretable by computers.‌ To confront their ideas‌​‌ with physical reality, designers​​ have to separately create​​​‌ 3D models that form‌ the necessary input for‌​‌ digital engineering tools. Skilled​​ 3D modelers often need​​​‌ several hours to convert‌ a drawing into a‌​‌ 3D model, at an​​ hourly rate of 50​​​‌ euros on average, making‌ 3D modeling a major‌​‌ bottleneck that hinders rapid​​ iterations between ideation and​​​‌ prototyping.

    The ERC Starting‌ Grant D3 aimed at‌​‌ bridging design exploration and​​ design engineering by offering​​​‌ the first algorithm capable‌ of automatically lifting 2D‌​‌ design drawings to 3D.​​ The objective of DLift​​​‌ is to optimize our‌ algorithm to integrate it‌​‌ within leading CAD software.​​ This objective will be​​​‌ achieved through three iterative‌ steps:

    1. Feature development.‌​‌ Based on preliminary discussions​​ with CAD users and​​​‌ software editors, we have‌ identified a set of‌​‌ key features to unleash​​ the potential of our​​​‌ technology.

    2. User testing.‌ We will hire professional‌​‌ designers and 3D modelers​​ to stress test our​​​‌ tool, first to make‌ it robust to the‌​‌ diversity and complexity of​​ real-world design drawings, but​​​‌ also to assemble a‌ portfolio of artworks that‌​‌ will illustrate diverse ways​​ in which our technology​​​‌ can be used in‌ practice.

    3. Transfer. Within‌​‌ each iteration of feature​​ development and testing, we​​​‌ will work hand-in-hand with‌ software companies interested in‌​‌ our technology to assess​​ how it addresses their​​​‌ specific needs. We aim‌ at licensing our technology‌​‌ to one or several​​ of these companies such​​​‌ that it can be‌ integrated in their own‌​‌ solutions.

9.2.2 Other european​​ programs/initiatives

Circularity 4.0

Participants:​​​‌ Adrien Bousseau.

Adrien‌ Bousseau participates in a‌​‌ collaboration with TU Delft​​ (The Netherlands) and École​​​‌ Nationale Supérieure d’Arts et‌ Métiers (ENSAM) funded by‌​‌ TU Delft – France​​ Initiative. The goal of​​​‌ this project is to‌ develop novel circular design‌​‌ workflows and accompanying digital​​ tools for reusing decomissioned​​​‌ aircrafts to create new‌ objects.

9.3 National initiatives‌​‌

9.3.1 ANR projects

ANR​​ GLACIS

Participants: Adrien Bousseau​​​‌, Anran Qi.‌

Project description on anr.fr‌​‌

  • Title:
    Graphical Languages for​​ Creating Infographics
  • Duration:
    From​​​‌ April 1, 2022 to‌ March 31, 2026
  • Partners:‌​‌
    • INSTITUT NATIONAL DE RECHERCHE​​ EN INFORMATIQUE ET AUTOMATIQUE​​​‌ (INRIA), France
    • LIRIS
    • University‌ of Toronto
  • Inria contact:‌​‌
    Theophanis TSANDILAS
  • Coordinator:
    Theophanis​​ TSANDILAS
  • Summary:
    Visualizations are​​​‌ commonly used to summarize‌ complex data, illustrate problems‌​‌ and solutions, tell stories​​ over data, or shape​​​‌ public attitudes. Unfortunately, dominant‌ visualization systems largely target‌​‌ scientists and data-analysis tasks​​ and thus fail to​​​‌ support communication purposes. This‌ project looks at visualization‌​‌ design practices. It investigates​​​‌ tools and techniques that​ can help graphic designers,​‌ illustrators, data journalists, and​​ infographic artists, produce creative​​​‌ and effective visualizations for​ communication. The project aims​‌ to address the more​​ ambitious goal of computer-aided​​​‌ design tools, where visualization​ creation is driven by​‌ the graphics, starting from​​ sketches, moving to flexible​​​‌ graphical structures that embed​ constraints, and ending to​‌ data and generative parametric​​ instructions, which can then​​​‌ re-feed the designer’s sketches​ and graphics. The partners​‌ bring expertise from Human-Computer​​ Interaction, Information Visualization, and​​​‌ Computer Graphics. In particular,​ GraphDeco will work on​‌ analysing sketches of data​​ visualizations to translate them​​​‌ into parametric graphical objects​ that can be binded​‌ to data.
ANR INVTERRA​​

Participants: Guillaume Cordonnier,​​​‌ Aryamaan Jain, Melike​ Aydinlilar.

Project description​‌ on anr.fr

  • Title:
    Inverse​​ Control of Physically Consistent​​​‌ Terrains
  • Duration:
    From February​ 1, 2023 to January​‌ 31, 2027
  • Partners:
    • Inria​​ Centre de Recherche Inria​​​‌ Sophia Antipolis - Méditerranée,​ France
  • Inria contact:
    Guillaume​‌ Cordonnier
  • Coordinator:
    Guillaume Cordonnier​​
  • Summary:
    In a world​​​‌ where digital exchanges drive​ a pressing need for​‌ virtual environments, a challenge​​ lies in the authoring​​​‌ of the root of​ these synthetic worlds: the​‌ mountains, plains, and other​​ landforms concatenated and represented​​​‌ as terrains. This problem​ is notoriously difficult because​‌ terrains result from the​​ interplay of physical events​​​‌ over geological time scales.​ This project aims to​‌ explore the inversion of​​ simulation parameters as a​​​‌ novel paradigm for terrain​ generation in virtual worlds,​‌ combining geological consistency, natural​​ diversity, and expressive user​​​‌ control for the first​ time.
ANR-NSF NaturalCAD

Participants:​‌ Adrien Bousseau, Henro​​ Kriel, Marzia Riso​​​‌.

Project description on​ anr.fr

  • Title:
    Learning to​‌ Translate Freehand Design Drawings​​ into Parametric CAD Programs​​​‌
  • Duration:
    From March 1,​ 2024 to October 31,​‌ 2027
  • Partners:
    • INSTITUT NATIONAL​​ DE RECHERCHE EN INFORMATIQUE​​​‌ ET AUTOMATIQUE (INRIA), France​
    • Brown University
  • Inria contact:​‌
    Adrien BOUSSEAU
  • Coordinator:
    Adrien​​ BOUSSEAU
  • Summary:
    Computer Aided​​​‌ Design (CAD) is a​ multi-billion dollar industry responsible​‌ for the digital design​​ of almost all manufactured​​​‌ goods. It leverages parametric​ modeling, which allows dimensions​‌ of a design to​​ be changed, facilitating physically-based​​​‌ optimization and design re-mixing​ by non-experts. But CAD’s​‌ potential is diminished by​​ the difficulty of creating​​​‌ parametric models: in addition​ to mastering design principles,​‌ professionals must learn complex​​ CAD software interfaces. To​​​‌ promote effective modeling strategies​ and creative flow, design​‌ educators advocate freehand drawing​​ as a preliminary step​​​‌ to parametric modeling. Unfortunately,​ CAD systems do not​‌ understand these drawings, so​​ designers must re-create their​​​‌ entire design using complex​ CAD software. Can we​‌ automatically convert freehand drawings​​ to parametric CAD models?​​​‌ Sketch-based modeling techniques do​ not produce parametric CAD​‌ programs; classic CAD reverse-engineering​​ techniques cannot handle drawings​​​‌ as input; the newer​ field of visual program​‌ induction is promising but​​ has been demonstrated only​​​‌ on simple shapes and​ programs. By leveraging the​‌ visual vocabulary shared by​​ drawing and CAD modeling,​​​‌ we will develop a​ system to translate from​‌ the natural language of​​ drawing to the formal​​ language of CAD.

9.3.2​​​‌ PEPER IRiMa

Participants: Guillaume‌ Cordonnier.

Co-led by‌​‌ BRGM, CNRS, and Grenoble​​ Alpes University, the Priority​​​‌ Research Program and Equipment‌ - PEPR Risks (IRiMa)‌​‌ aims to formalize a​​ science of risks to​​​‌ contribute to the development‌ of a new national‌​‌ strategy for risk and​​ disaster management in an​​​‌ era of global change.‌ With a budget of‌​‌ €51.9 million over eight​​ years, it brings together​​​‌ nearly 30 partner organizations‌ and laboratories.

Our team‌​‌ is involved in the​​ Intelligent Mapping project of​​​‌ the IRiMa PEPR, in‌ a research axis aiming‌​‌ to integate physical principles​​ in the mapping of​​​‌ risks, espcially targeted to‌ underwater instabilities and collapses.‌​‌

9.3.3 AEx NeuralGeoFlow

Participants:​​ Guillaume Cordonnier.

NeuralGeoFlow​​​‌ explores a new neural‌ solver for fast geophysical‌​‌ flow simulations. By training​​ the neural network to​​​‌ minimize a physical energy,‌ this data-free approach will‌​‌ add a memory effect​​ to geophysical solvers, bringing​​​‌ significant accelerations at a‌ marginal cost in numerical‌​‌ precision. I expect this​​ methodology, inspired by methods​​​‌ from visual computing, to‌ allow geophysical simulations at‌​‌ unprecedented spatial and temporal​​ scales.

9.3.4 AEx CircleD​​​‌

Participants: Adrien Bousseau.‌

Circular design aims to‌​‌ extend the lifespan of​​ industrial products through repair​​​‌ and reuse. However, the‌ main computer-aided design tools‌​‌ have been developed to​​ support the creation of​​​‌ new products rather than‌ the reuse of existing‌​‌ ones. The objective of​​ this project is to​​​‌ revisit one of the‌ central tasks of computer-aided‌​‌ design—the creation of shapes—under​​ the new constraint of​​​‌ reusing parts of existing‌ shapes. We will formulate‌​‌ shape reuse as a​​ combinatorial optimization problem and​​​‌ explore geometry- and data-driven‌ strategies to address the‌​‌ resulting computational complexity.

10​​ Dissemination

Participants: George Drettakis​​​‌, Adrien Bousseau,‌ Guillaume Cordonnier, Aryamaan‌​‌ Jain, Berend Baas​​, Alban Gauthier,​​​‌ Andreas Meuleman, Yohan‌ Poirier-Ginter, Panagiotis Papantonakis‌​‌, Marzia Riso.​​

10.1 Promoting scientific activities​​​‌

10.1.1 Scientific events: selection‌

Chair of conference program‌​‌ committees
  • Adrien Bousseau co-chaired​​ the full paper program​​​‌ for the Eurographics 2025‌ conference. This duty involved‌​‌ assembling a program committee​​ of a hundred members​​​‌ and overseeing the reviewing‌ process for more than‌​‌ 200 submissions.
Member of​​ the conference program committees​​​‌
  • Guillaume Cordonnier was member‌ of the programm committee‌​‌ of CASA, SGP, Eurographics​​ and Pacific Graphics.
  • George​​​‌ Drettakis was a member‌ of the program committee‌​‌ of EGSR and I3D.​​
Reviewer
  • Adrien Bousseau reviewed​​​‌ submissions for ACM SIGGRAPH,‌ SIGGRAPH Asia, ACM UIST,‌​‌ ACM CHI.
  • Guillaume Cordonnier​​ reviewed submissions for ACM​​​‌ SIGGRAPH.
  • Aryamaan Jain reviewed‌ submissions for ICVGIP 2025.‌​‌
  • Berend Baas reviewed submissions​​ for tje Symposium on​​​‌ Computational Fabrication 2025.
  • Yohan‌ Poirier-Ginter reviewed submissions for‌​‌ Eurographics.
  • Marzia Riso reviewed​​ submissions for ACM SIGGRAPH​​​‌ Asia and Pacific Graphics.‌
  • Alban Gauthier reviewed papers‌​‌ for the conferences Eurographics​​ and SIGGRAPH 2025.
  • Andreas​​​‌ Meuleman was a reviewer‌ for ACM Transactions on‌​‌ Graphics (SIGGRAPH).
  • George Drettakis​​ reviewed for ACM SIGGRAPH​​​‌ and SIGGRAPH Asia.

10.1.2‌ Journal

Member of the‌​‌ editorial boards
  • George Drettakis​​​‌ is an associate editor​ for the journal Computer​‌ Graphics Forum
Reviewer -​​ reviewing activities
  • Adrien Bousseau​​​‌ reviewed submissions for ACM​ Transactions on Graphics and​‌ IEEE Transactions on Visualization​​ and Computer Graphics.
  • Guillaume​​​‌ Cordonnier reviewed submissions for​ Computer Graphics Forum.
  • Nicolas​‌ Violante reviewed papers for​​ the journal Computer Graphics​​​‌ Forum
  • Panagiotis Papantonakis reviewed​ papers Transactions on Pattern​‌ Analysis and Machine Intelligence​​ (TPAMI) and the Computer​​​‌ Graphics Forum (CGF).

10.1.3​ Invited talks

  • Adrien Bousseau​‌ gave an invited talk​​ at MIT and at​​​‌ Brown University.
  • Nicolas Violante​ gave an invited talk​‌ at the Centre Borelli​​ at ENS Paris-Saclay.
  • George​​​‌ Drettakis gave invited talks​ at TU Munich, at​‌ the Max Planck Institut​​ Tuebingen, Germany, at the​​​‌ French Academy of Sciences​ and gave the keynote​‌ presentations at IEEE VR​​ 2025 conference (Saint Mellado)​​​‌ and Driving Simulation Conference​ 2025 (Stuttgart).

10.1.4 Presentations​‌

  • Berend Baas presented "Shape​​ Approximation by Surface Reuse"​​​‌ at the Symposium on​ Geometry Processing 2025 in​‌ Bilbao.
  • Nicolas Violante presented​​ the paper "Splat and​​​‌ Replace: 3D Reconstruction with​ Repetitive Elements" at ACM​‌ SIGGRAPH 2025.
  • Alban Gauthier​​ attended EGSR 2025 where​​​‌ he presented the article​ titled "An evaluation of​‌ SVBRDF Prediction from Generative​​ Image Models for Appearance​​​‌ Modeling of 3D Scenes".​
  • Panagiotis Papantonakis attended the​‌ Eurographics Symposium on Rendering​​ (EGSR) 2025 in Copenhagen​​​‌ to present "Content-Aware Texturing​ for Gaussian-Splatting".
  • Yohan Poirier-Ginter​‌ attended SIGGRAPH Asia 2025​​ where he presented "Editable​​​‌ Physically-based Reflections in Raytraced​ Gaussian Radiance Fields."
  • Marzia​‌ Riso attended ACM Siggraph​​ and ACM Symposium on​​​‌ Computiational Fabrication where she​ presented her work.
  • Andreas​‌ Meuleman attended SIGGRAPH 2025​​ and presented "On-the-fly Reconstruction​​​‌ for Large-Scale Novel View​ Synthesis from Unposed Images"​‌

10.1.5 Leadership within the​​ scientific community

  • George Drettakis​​​‌ chairs the ACM SIGGRAPH​ Papers Advisory Group and​‌ the Eurographics Working Group​​ on Rendering (which is​​​‌ also the Steering Committee​ for EGSR).

10.1.6 Scientific​‌ expertise

  • Adrien Bousseau reviewed​​ a grant proposal for​​​‌ ANR.

10.1.7 Research administration​

  • Guillaume Cordonnier is a​‌ member of the organization​​ committee of the thematic​​​‌ semester "machine learning and​ simulation" from Université Côte​‌ d'Azur, managed by Regis​​ Duvigneau (Acumes).
  • Guillaume Cordonnier​​​‌ is a member of​ the direction committee of​‌ the working group on​​ computer graphics, geometry, virtual​​​‌ reality and visualization (GT​ CNRS IGRV) and chairs​‌ the Ph.D. award given​​ by this working group.​​​‌
  • Guillaume Cordonnier is a​ member of the Comité​‌ du centre of the​​ Centre Inria d’Université Côte​​​‌ d’Azur.
  • Adrien Bousseau co-chairs​ the committee in charge​‌ of electing a young​​ research fellow each year​​​‌ for the French Chapter​ of Eurographics.
  • Adrien Bousseau​‌ is a member of​​ the committee for doctoral​​​‌ studies (CSD) of the​ Centre Inria d’Université Côte​‌ d’Azur.
  • George Drettakis is​​ an elected member of​​​‌ the Inria Scientific Board​ and in charge of​‌ the Morgenstern Colloquium in​​ Sophia-Antipolis.
  • George Drettakis co-leads​​​‌ the Working Group on​ Rendering of the GT​‌ IGRV with R. Vergne​​ and organized the GT​​​‌ workshop in Paris in​ September 2025. He is​‌ member of the Administrative​​ Council of the Eurographics​​ French Chapter.

10.2 Teaching​​​‌ - Supervision - Juries‌ - Educational and pedagogical‌​‌ outreach

10.2.1 Supervision

  • Capucine​​ Nghiem, co-supervised by Adrien​​​‌ Bousseau with Theophanis Tsandilas,‌ defended in July 33‌​‌.
  • Berend Baas, supervised​​ by Adrien Bousseau since​​​‌ December 2023.
  • Henro Kriel,‌ supervised by Adrien Bousseau‌​‌ since September 2024.
  • Alexandre​​ Lanvin, co-supervised by Adrien​​​‌ Bousseau and George Drettakis‌ since December 2024.
  • Aryamaan‌​‌ Jain, supervised by Guillaume​​ Cordonnier since October 2023.​​​‌
  • Nicolás Violante, supervised by‌ George Drettakis since October‌​‌ 2022, defended December 2025​​ 34.
  • Yohan Poirier-Ginter,​​​‌ co-supervised by George Drettakis‌ with Jean Francois Lalonde‌​‌ from Univ. Laval as​​ part of a "co-tutelle"​​​‌ Ph.D., since September 2023.‌
  • Petros Tzathas, co-supervised by‌​‌ George Drettakis and Guillaume​​ Cordonnier since November 2023.​​​‌
  • Panagiotis Papantonakis, supervised by‌ George Drettakis since September‌​‌ 2023.

10.2.2 Juries

  • Adrien​​ Bousseau was reviewer and​​​‌ jury president for the‌ Ph.D. thesis of Ivan‌​‌ Lopes (Inria Paris), reviewer​​ of the Ph.D. thesis​​​‌ of Kirill Brodt (Univ.‌ Montreal), reviewer of the‌​‌ HDR thesis of Nicolas​​ Mellado (CNRS) and examiner​​​‌ of the Ph.D. thesis‌ of Xuejiao Luo (TU‌​‌ Delft).
  • George Drettakis was​​ a member of the​​​‌ Ph.D. committee of Karlis‌ Briedis at ETH Zurich‌​‌ and of Briac Toussaint​​ at INRIA Grenoble.

10.2.3​​​‌ Educational and pedagogical outreach‌

  • Adrien Bousseau presented his‌​‌ work to high school​​ students twice in the​​​‌ context of “1 scientifique,‌ 1 classe: chiche!”.
  • George‌​‌ Drettakis presented his work​​ to high school students​​​‌ twice in the context‌ of “1 scientifique, 1‌​‌ classe: chiche!”.

10.3 Popularization​​

10.3.1 Productions (articles, videos,​​​‌ podcasts, serious games, ...)‌

  • George Drettakis wrote a‌​‌ review article on 3D​​ Gaussian splatting for the​​​‌ magazine "Industrie et Technologies"‌

10.3.2 Participation in Live‌​‌ events

  • Guillaume Cordonnier gave​​ a talk on Geosciences​​​‌ and computers at the‌ academic consortium for scientific‌​‌ mediation Terra Numerica.
  • Panagiotis​​ Papantonakis and Alexandre Lanvin,​​​‌ presented the lab's work‌ for students of L3‌​‌ ENS-Lyon.
  • Andreas Meuleman gave​​ a talk at "Rencontres​​​‌ Animation Développement Innovation" and‌ "Back From SIGGRAPH 2025".‌​‌

11 Scientific production

11.1​​ Major publications

  • 1 article​​​‌G.Guillaume Cordonnier,‌ G.Guillaume Jouvet,‌​‌ A.Adrien Peytavie,​​ J.Jean Braun,​​​‌ M.-P.Marie-Paule Cani,‌ B.Bedrich Benes,‌​‌ E.Eric Galin,​​ E.Eric Guérin and​​​‌ J.James Gain.‌ Forming Terrains by Glacial‌​‌ Erosion.ACM Transactions​​ on Graphics424​​​‌July 2023, 1-14‌HALDOI
  • 2 article‌​‌V.Valentin Deschaintre,​​ M.Miika Aittala,​​​‌ F.Fredo Durand,‌ G.George Drettakis and‌​‌ A.Adrien Bousseau.​​ Single-Image SVBRDF Capture with​​​‌ a Rendering-Aware Deep Network‌.ACM Transactions on‌​‌ Graphics372018,​​ 128 - 143HAL​​​‌DOI
  • 3 articleS.‌Stavros Diolatzis, J.‌​‌Julien Philip and G.​​George Drettakis. Active​​​‌ Exploration for Neural Global‌ Illumination of Variable Scenes‌​‌.ACM Transactions on​​ Graphics2022HALDOI​​​‌
  • 4 inproceedingsF.Felix‌ Hähnlein, Y.Yulia‌​‌ Gryaditskaya, A.Alla​​ Sheffer and A.Adrien​​​‌ Bousseau. Symmetry-driven 3D‌ Reconstruction from Concept Sketches‌​‌.SIGGRAPH 2022 -​​​‌ International Conference & Exhibition​ On Computer Graphics &​‌ Interactive Techniques19Vancouver,​​ CanadaACMAugust 2022​​​‌, 1-8HALDOI​
  • 5 articleP.Peter​‌ Hedman, J.Julien​​ Philip, T.True​​​‌ Price, J.-M.Jan-Michael​ Frahm, G.George​‌ Drettakis and G.Gabriel​​ Brostow. Deep Blending​​​‌ for Free-Viewpoint Image-Based Rendering​.ACM Transactions on​‌ Graphics (SIGGRAPH Asia Conference​​ Proceedings)376November​​​‌ 2018, URL: http://www-sop.inria.fr/reves/Basilic/2018/HPPFDB18​
  • 6 articleP.Peter​‌ Hedman, T.Tobias​​ Ritschel, G.George​​​‌ Drettakis and G.Gabriel​ Brostow. Scalable Inside-Out​‌ Image-Based Rendering.ACM​​ Transactions on Graphics (SIGGRAPH​​​‌ Asia Conference Proceedings)35​6December 2016,​‌ URL: http://www-sop.inria.fr/reves/Basilic/2016/HRDB16
  • 7 article​​A.Aryamaan Jain,​​​‌ B.Bedrich Benes and​ G.Guillaume Cordonnier.​‌ Efficient Debris-flow Simulation for​​ Steep Terrain Erosion.​​​‌ACM Transactions on Graphics​4342024,​‌ 58HALDOI
  • 8​​ articleA.Aryamaan Jain​​​‌, B.Bernhard Kerbl​, J.James Gain​‌, B.Brandon Finley​​ and G.Guillaume Cordonnier​​​‌. FastFlow: GPU Acceleration​ of Flow and Depression​‌ Routing for Landscape Simulation​​.Computer Graphics Forum​​​‌4372024HAL​
  • 9 articleG.Guillaume​‌ Jouvet, G.Guillaume​​ Cordonnier, B.Byungsoo​​​‌ Kim, M.Martin​ Lüthi, A.Andreas​‌ Vieli and A.Andy​​ Aschwanden. Deep learning​​​‌ speeds up ice flow​ modelling by several orders​‌ of magnitude.Journal​​ of GlaciologyDecember 2021​​​‌, 1-14HALDOI​
  • 10 articleB.Bernhard​‌ Kerbl, G.Georgios​​ Kopanas, T.Thomas​​​‌ Leimkühler and G.George​ Drettakis. 3D Gaussian​‌ Splatting for Real-Time Radiance​​ Field Rendering.ACM​​​‌ Transactions on Graphics42​4July 2023,​‌ 1–14HALDOI
  • 11​​ articleG.-A.George-Alex Koulieris​​​‌, B.Bee Bui​, M. S.Martin​‌ S. Banks and G.​​George Drettakis. Accommodation​​​‌ and Comfort in Head-Mounted​ Displays.ACM Transactions​‌ on Graphics (SIGGRAPH Conference​​ Proceedings)364July​​​‌ 2017, 11URL:​ http://www-sop.inria.fr/reves/Basilic/2017/KBBD17
  • 12 articleC.​‌Changjian Li, H.​​Hao Pan, A.​​​‌Adrien Bousseau and N.​ J.Niloy Jyoti Mitra​‌. Sketch2CAD: Sequential CAD​​ Modeling by Sketching in​​​‌ Context.ACM Transactions​ on Graphics2020HAL​‌
  • 13 articleJ.Julien​​ Philip, M.Michaël​​​‌ Gharbi, T.Tinghui​ Zhou, A. A.​‌Alexei A Efros and​​ G.George Drettakis.​​​‌ Multi-view Relighting using a​ Geometry-Aware Network.ACM​‌ Transactions on Graphics38​​2019HALDOI
  • 14​​​‌ articleJ.Julien Philip​, S.Sébastien Morgenthaler​‌, M.Michaël Gharbi​​ and G.George Drettakis​​​‌. Free-viewpoint Indoor Neural​ Relighting from Multi-view Stereo​‌.ACM Transactions on​​ Graphics2021HALDOI​​​‌
  • 15 articleE.Emilie​ Yu, F.Fanny​‌ Chevalier, K.Karan​​ Singh and A.Adrien​​​‌ Bousseau. 3D-Layers: Bringing​ Layer-Based Color Editing to​‌ VR Painting.ACM​​ Transactions on Graphics43​​​‌4July 2024HAL​DOI

11.2 Publications of​‌ the year

International journals​​

International peer-reviewed conferences

Doctoral dissertations and habilitation​‌ theses

Other​​ scientific publications

  • 35 inproceedings​​​‌J.Jiayi Wei and‌ A.Adrien Bousseau.‌​‌ A Blender Add-on for​​ 3D Concept Sketching.​​​‌Expressive SymposiumLondon, United‌ KingdomMay 2025HAL‌​‌

11.3 Cited publications

  • 36​​ articleB.Bernhard Kerbl​​​‌, G.Georgios Kopanas‌, T.Thomas Leimkuehler‌​‌ and G.George Drettakis​​. 3D Gaussian Splatting​​​‌ for Real-Time Radiance Field‌ Rendering.ACM Trans.‌​‌ Graph.424July​​ 2023DOIback to​​​‌ text