2025Activity reportProject-TeamMANAO
RNSR: 201221025F- Research center Inria Centre at the University of Bordeaux
- In partnership with:Université de Bordeaux, CNRS
- Team name: Melting the frontiers between Light, Shape and Matter
- In collaboration with:Laboratoire Bordelais de Recherche en Informatique (LaBRI)
Creation of the Project-Team: 2014 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
- A5. Interaction, multimedia and robotics
- A5.1.1. Engineering of interactive systems
- A5.1.6. Tangible interfaces
- 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
- A6.2.3. Probabilistic methods
- A6.2.5. Numerical Linear Algebra
- A6.2.6. Optimization
- A6.2.8. Computational geometry and meshes
- A9.12. Computer vision
- A9.12.4. 3D and spatio-temporal reconstruction
Other Research Topics and Application Domains
- B3.1. Sustainable development
- B3.1.1. Resource management
- B3.6. Ecology
- B5. Industry of the future
- B5.1. Factory of the future
- B9. Society and Knowledge
- B9.2. Art
- B9.2.2. Cinema, Television
- B9.2.3. Video games
- B9.6. Humanities
- B9.6.1. Psychology
- B9.6.6. Archeology, History
- B9.6.10. Digital humanities
1 Team members, visitors, external collaborators
Research Scientists
- Pascal Barla [Team leader, INRIA, Researcher, HDR]
- Morgane Gerardin [INRIA, Researcher, from Oct 2025]
- Gael Guennebaud [INRIA, Researcher]
- Romain Pacanowski [INRIA, Researcher, HDR]
Faculty Members
- Jean Basset [UNIV BORDEAUX, Associate Professor]
- Pierre Benard [UNIV BORDEAUX, Associate Professor]
- Patrick Reuter [UNIV BORDEAUX, Associate Professor, HDR]
Post-Doctoral Fellows
- Clement Joubert [INRIA, Post-Doctoral Fellow, from Oct 2025]
- Francois Margall [INRIA, Post-Doctoral Fellow, from Feb 2025]
- Pierre Mezieres [INRIA, Post-Doctoral Fellow, until Jun 2025]
PhD Students
- Inès Brechignac [UNIV BORDEAUX, from Oct 2025]
- Julien Castets [UNIV BORDEAUX, until Sep 2025]
- Louis De Oliveira [UBISOFT, CIFRE, from Feb 2025]
- Louis Forestier [CNRS]
- Gary Fourneau [INRIA, until Aug 2025]
- Pierre La Rocca [UNIV BORDEAUX]
- Simon Lucas [UNIV BORDEAUX, until Feb 2025]
- Lea Marquet [INRIA]
- Bastien Morel [UNIV BORDEAUX]
- Panagiotis Tsiapkolis [UBISOFT, CIFRE, until Jan 2025]
Technical Staff
- Louis De Oliveira [INRIA, Engineer, until Jan 2025]
- Jeremie Ettedgui [INRIA, Engineer, until Jul 2025]
- Pierre Mezieres [INRIA, Engineer, from Jul 2025]
Interns and Apprentices
- Aymen Ali Yahia [LABRI, Intern, from May 2025 until Jul 2025]
- Audric Bonneau [LABRI, Intern, from Jun 2025 until Aug 2025]
- Mohammed Douidy [LABRI, Intern, from May 2025 until Jul 2025]
- Clement Feytout [INRIA, Intern, from May 2025 until Jul 2025]
- Zoe Herson [ENS PARIS, Intern, from Apr 2025 until Aug 2025]
- Adama Koita [INRIA, Intern, from Apr 2025 until Aug 2025]
- Kevin Shao [INRIA, Intern, from Mar 2025 until Sep 2025]
- Sebastian Straut [INRIA, Intern, from May 2025 until Jul 2025]
- Lou Tremolieres [LABRI, Intern, from Apr 2025 until Aug 2025]
- Marwane Youssoufi [INRIA, Intern, until Feb 2025]
Administrative Assistants
- Catherine Cattaert Megrat [INRIA]
- Marie-Melissandre Roy [INRIA]
External Collaborators
- Morgane Gerardin [UNIV TOULOUSE III, until Jun 2025]
- Xavier Granier [UNIV PARIS SACLAY, until Jun 2025, HDR]
2 Overall objectives
2.1 General Introduction
Computer generated images are ubiquitous in our everyday life. Such images are the result of a process that has seldom changed over the years: the optical phenomena due to the propagation of light in a 3D environment are simulated taking into account how light is scattered 62, 36 according to shape and material characteristics of objects. The intersection of optics (for the underlying laws of physics) and computer science (for its modeling and computational efficiency aspects) provides a unique opportunity to tighten the links between these domains in order to first improve the image generation process (computer graphics, optics and virtual reality) and next to develop new acquisition and display technologies (optics, mixed reality and machine vision).
Most of the time, light, shape, and matter properties are studied, acquired, and modeled separately, relying on realistic or stylized rendering processes to combine them in order to create final pixel colors. Such modularity, inherited from classical physics, has the practical advantage of permitting to reuse the same models in various contexts. However, independent developments lead to un-optimized pipelines and difficult-to-control solutions since it is often not clear which part of the expected result is caused by which property. Indeed, the most efficient solutions are most often the ones that blur the frontiers between light, shape, and matter to lead to specialized and optimized pipelines, as in real-time applications (like Bidirectional Texture Functions 74 and Light-Field rendering 34). Keeping these three properties separated may lead to other problems. For instance:
- Measured materials are too detailed to be usable in rendering systems and data reduction techniques have to be developed 73, 75, leading to an inefficient transfer between real and digital worlds;
- It is currently extremely challenging (if not impossible) to directly control or manipulate the interactions between light, shape, and matter. Accurate lighting processes may create solutions that do not fulfill users' expectations;
- Artists can spend hours and days in modeling highly complex surfaces whose details will not be visible 95 due to inappropriate use of certain light sources or reflection properties.
Most traditional applications target human observers. Depending on how deep we take into account the specificity of each user, the requirement of representations, and algorithms may differ.
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| Auto-stereoscopy display | HDR display | Printing both geometry and material |
| ©Nintendo | ©Dolby Digital | 54 |
Examples of new display technologies
With the evolution of measurement and display technologies that go beyond conventional images (e.g., as illustrated in Figure 1, High-Dynamic Range Imaging 85, stereo displays or new display technologies 58, and physical fabrication 25, 43, 54) the frontiers between real and virtual worlds are vanishing 39. In this context, a sensor combined with computational capabilities may also be considered as another kind of observer. Creating separate models for light, shape, and matter for such an extended range of applications and observers is often inefficient and sometimes provides unexpected results. Pertinent solutions must be able to take into account properties of the observer (human or machine) and application goals.
2.2 Methodology
Interactions/Transfers between real and virtual worlds.
2.2.1 Using a global approach
The main goal of the MANAO project is to study phenomena resulting from the interactions between the three components that describe light propagation and scattering in a 3D environment: light, shape, and matter. Improving knowledge about these phenomena facilitates the adaption of the developed digital, numerical, and analytic models to specific contexts. This leads to the development of new analysis tools, new representations, and new instruments for acquisition, visualization, and display.
To reach this goal, we have to first increase our understanding of the different phenomena resulting from the interactions between light, shape, and matter. For this purpose, we consider how they are captured or perceived by the final observer, taking into account the relative influence of each of the three components. Examples include but are not limited to:
- The manipulation of light to reveal reflective 31 or geometric properties 103, as mastered by professional photographers;
- The modification of material characteristics or lighting conditions 102 to better understand shape features, for instance to decipher archaeological artifacts;
- The large influence of shape on the captured variation of shading 83 and thus on the perception of material properties 99.
Based on the acquired knowledge of the influence of each of the components, we aim at developing new models that combine two or three of these components. Examples include the modeling of Bidirectional Texture Functions (BTFs) 42 that encode in a unique representation effects of parallax, multiple light reflections, and also shadows without requiring to store separately the reflective properties and the meso-scale geometric details, or Light-Fields that are used to render 3D scenes by storing only the result of the interactions between light, shape, and matter both in complex real environments and in simulated ones.
One of the strengths of MANAO is that we are inter-connecting computer graphics and optics (Figure 2). On one side, the laws of physics are required to create images but may be bent to either increase performance or user's control: this is one of the key advantage of computer graphics approach. It is worth noticing that what is not possible in the real world may be possible in a digital world. However, on the other side, the introduced approximations may help to better comprehend the physical interactions of light, shape, and matter.
2.2.2 Taking observers into account
The MANAO project specifically aims at considering information transfer, first from the real world to the virtual world (acquisition and creation), then from computers to observers (visualization and display). For this purpose, we use a larger definition of what an observer is: it may be a human user or a physical sensor equipped with processing capabilities. Sensors and their characteristics must be taken into account in the same way as we take into account the human visual system in computer graphics. Similarly, computational capabilities may be compared to cognitive capabilities of human users. Some characteristics are common to all observers, such as the scale of observed phenomena. Some others are more specifics to a set of observers. For this purpose, we have identified two classes of applications.
- Physical systems Provided our partnership that leads to close relationships with optics, one novelty of our approach is to extend the range of possible observers to physical sensors in order to work on domains such as simulation, mixed reality, and testing. Capturing, processing, and visualizing complex data is now more and more accessible to everyone, leading to the possible convergence of real and virtual worlds through visual signals. This signal is traditionally captured by cameras. It is now possible to augment them by projecting (e.g., the infrared laser of Microsoft Kinect) and capturing (e.g., GPS localization) other signals that are outside the visible range. These supplemental information replace values traditionally extracted from standard images and thus lower down requirements in computational power 71. Since the captured images are the result of the interactions between light, shape, and matter, the approaches and the improved knowledge from MANAO help in designing interactive acquisition and rendering technologies that are required to merge the real and the virtual world. With the resulting unified systems (optical and digital), transfer of pertinent information is favored and inefficient conversion is likely avoided, leading to new uses in interactive computer graphics applications, like augmented reality 30, 39 and computational photography 84.
- Interactive visualization This direction includes domains such as scientific illustration and visualization, artistic or plausible rendering. In all these cases, the observer, a human, takes part in the process, justifying once more our focus on real-time methods. When targeting average users, characteristics as well as limitations of the human visual system should be taken into account: in particular, it is known that some configurations of light, shape, and matter have masking and facilitation effects on visual perception 95. For specialized applications, the expertise of the final user and the constraints for 3D user interfaces lead to new uses and dedicated solutions for models and algorithms.
3 Research program
3.1 Related Scientific Domains
Related scientific domains of the MANAO project
The MANAO project aims at studying, acquiring, modeling, and rendering the interactions between the three components that are light, shape, and matter from the viewpoint of an observer. As detailed more lengthily in the next section, such a work will be done using the following approach: first, we will tend to consider that these three components do not have strict frontiers when considering their impacts on the final observers; then, we will not only work in computer graphics, but also at the intersection of computer graphics and optics, exploring the mutual benefits that the two domains may provide. It is thus intrinsically a transdisciplinary project (as illustrated in Figure 3) and we expect results in both domains.
Thus, the proposed team-project aims at establishing a close collaboration between computer graphics (e.g., 3D modeling, geometry processing, shading techniques, vector graphics, and GPU programming) and optics (e.g., design of optical instruments, and theories of light propagation). The following examples illustrate the strengths of such a partnership. First, in addition to simpler radiative transfer equations 44 commonly used in computer graphics, research in the later will be based on state-of-the-art understanding of light propagation and scattering in real environments. Furthermore, research will rely on appropriate instrumentation expertise for the measurement 59, 60 and display 58 of the different phenomena. Reciprocally, optics researches may benefit from the expertise of computer graphics scientists on efficient processing to investigate interactive simulation, visualization, and design. Furthermore, new systems may be developed by unifying optical and digital processing capabilities. Currently, the scientific background of most of the team members is related to computer graphics and computer vision. A large part of their work have been focused on simulating and analyzing optical phenomena as well as in acquiring and visualizing them. Combined with the close collaboration with the optics laboratory LP2N and with the students issued from the “Institut d'Optique”, this background ensures that we can expect the following results from the project: the construction of a common vocabulary for tightening the collaboration between the two scientific domains and creating new research topics. By creating this context, we expect to attract (and even train) more trans-disciplinary researchers.
At the boundaries of the MANAO project lie issues in human and machine vision. We have to deal with the former whenever a human observer is taken into account. On one side, computational models of human vision are likely to guide the design of our algorithms. On the other side, the study of interactions between light, shape, and matter may shed some light on the understanding of visual perception. The same kind of connections are expected with machine vision. On the one hand, traditional computational methods for acquisition (such as photogrammetry) are going to be part of our toolbox. On the other hand, new display technologies (such as the ones used for augmented reality) are likely to benefit from our integrated approach and systems. In the MANAO project we are mostly users of results from human vision. When required, some experimentation might be done in collaboration with experts from this domain, like with the European PRISM project. For machine vision, provided the tight collaboration between optical and digital systems, research will be carried out inside the MANAO project.
Analysis and modeling rely on tools from applied mathematics such as differential and projective geometry, multi-scale models, frequency analysis 46 or differential analysis 83, linear and non-linear approximation techniques, stochastic and deterministic integrations, and linear algebra. We not only rely on classical tools, but also investigate and adapt recent techniques (e.g., improvements in approximation techniques), focusing on their ability to run on modern hardware: the development of our own tools (such as Eigen) is essential to control their performances and their abilities to be integrated into real-time solutions or into new instruments.
3.2 Research axes
The MANAO project is organized around four research axes that cover the large range of expertise of its members and associated members. We briefly introduce these four axes in this section. More details and their inter-influences that are illustrated in the Figure 2 will be given in the following sections.
Axis 1 is the theoretical foundation of the project. Its main goal is to increase the understanding of light, shape, and matter interactions by combining expertise from different domains: optics and human/machine vision for the analysis and computer graphics for the simulation aspect. The goal of our analyses is to identify the different layers/phenomena that compose the observed signal. In a second step, the development of physical simulations and numerical models of these identified phenomena is a way to validate the pertinence of the proposed decompositions.
In Axis 2, the final observers are mainly physical captors. Our goal is thus the development of new acquisition and display technologies that combine optical and digital processes in order to reach fast transfers between real and digital worlds, in order to increase the convergence of these two worlds.
Axes 3 and 4 focus on two aspects of computer graphics: rendering, visualization and illustration in Axis 3, and editing and modeling (content creation) in Axis 4. In these two axes, the final observers are mainly human users, either generic users or expert ones (e.g., archaeologist 87, computer graphics artists).
3.3 Axis 1: Analysis and Simulation
Challenge: Definition and understanding of phenomena resulting from interactions between light, shape, and matter as seen from an observer point of view.
Results: Theoretical tools and numerical models for analyzing and simulating the observed optical phenomena.
To reach the goals of the MANAO project, we need to increase our understanding of how light, shape, and matter act together in synergy and how the resulting signal is finally observed. For this purpose, we need to identify the different phenomena that may be captured by the targeted observers. This is the main objective of this research axis, and it is achieved by using three approaches: the simulation of interactions between light, shape, and matter, their analysis and the development of new numerical models. This resulting improved knowledge is a foundation for the researches done in the three other axes, and the simulation tools together with the numerical models serve the development of the joint optical/digital systems in Axis 2 and their validation.
One of the main and earliest goals in computer graphics is to faithfully reproduce the real world, focusing mainly on light transport. Compared to researchers in physics, researchers in computer graphics rely on a subset of physical laws (mostly radiative transfer and geometric optics), and their main concern is to efficiently use the limited available computational resources while developing as fast as possible algorithms. For this purpose, a large set of theoretical as well as computational tools has been introduced to take a maximum benefit of hardware specificities. These tools are often dedicated to specific phenomena (e.g., direct or indirect lighting, color bleeding, shadows, caustics). An efficiency-driven approach needs such a classification of light paths 55 in order to develop tailored strategies 100. For instance, starting from simple direct lighting, more complex phenomena have been progressively introduced: first diffuse indirect illumination 52, 91, then more generic inter-reflections 62, 44 and volumetric scattering 88, 41. Thanks to this search for efficiency and this classification, researchers in computer graphics have developed a now recognized expertise in fast-simulation of light propagation. Based on finite elements (radiosity techniques) or on unbiased Monte Carlo integration schemes (ray-tracing, particle-tracing, ...), the resulting algorithms and their combination are now sufficiently accurate to be used-back in physical simulations. The MANAO project will continue the search for efficient and accurate simulation techniques, but extending it from computer graphics to optics. Thanks to the close collaboration with scientific researchers from optics, new phenomena beyond radiative transfer and geometric optics will be explored.
Search for algorithmic efficiency and accuracy has to be done in parallel with numerical models. The goal of visual fidelity (generalized to accuracy from an observer point of view in the project) combined with the goal of efficiency leads to the development of alternative representations. For instance, common classical finite-element techniques compute only basis coefficients for each discretization element: the required discretization density would be too large and to computationally expensive to obtain detailed spatial variations and thus visual fidelity. Examples includes texture for decorrelating surface details from surface geometry and high-order wavelets for a multi-scale representation of lighting 40. The numerical complexity explodes when considering directional properties of light transport such as radiance intensity (Watt per square meter and per steradian - ), reducing the possibility to simulate or accurately represent some optical phenomena. For instance, Haar wavelets have been extended to the spherical domain 90 but are difficult to extend to non-piecewise-constant data 93. More recently, researches prefer the use of Spherical Radial Basis Functions 96 or Spherical Harmonics 82. For more complex data, such as reflective properties (e.g., BRDF 76, 63 - 4D), ray-space (e.g., Light-Field 72 - 4D), spatially varying reflective properties (6D - 86), new models, and representations are still investigated such as rational functions 79 or dedicated models 27 and parameterizations 89, 94. For each (newly) defined phenomena, we thus explore the space of possible numerical representations to determine the most suited one for a given application, like we have done for BRDF 79.
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| Texuring | 1st order gradient field | Environment reflection | 2st order gradient field |
Firts-order analysis
Before being able to simulate or to represent the different observed phenomena, we need to define and describe them. To understand the difference between an observed phenomenon and the classical light, shape, and matter decomposition, we can take the example of a highlight. Its observed shape (by a human user or a sensor) is the resulting process of the interaction of these three components, and can be simulated this way. However, this does not provide any intuitive understanding of their relative influence on the final shape: an artist will directly describe the resulting shape, and not each of the three properties. We thus want to decompose the observed signal into models for each scale that can be easily understandable, representable, and manipulable. For this purpose, we will rely on the analysis of the resulting interaction of light, shape, and matter as observed by a human or a physical sensor. We first consider this analysis from an optical point of view, trying to identify the different phenomena and their scale according to their mathematical properties (e.g., differential 83 and frequency analysis 46). Such an approach has leaded us to exhibit the influence of surfaces flows (depth and normal gradients) into lighting pattern deformation (see Figure 4). For a human observer, this correspond to one recent trend in computer graphics that takes into account the human visual systems 48 both to evaluate the results and to guide the simulations.
3.4 Axis 2: From Acquisition to Display
Challenge: Convergence of optical and digital systems to blend real and virtual worlds.
Results: Instruments to acquire real world, to display virtual world, and to make both of them interact.
Light-Field transfer
In this axis, we investigate unified acquisition and display systems, that is systems which combine optical instruments with digital processing. From digital to real, we investigate new display approaches 72, 58. We consider projecting systems and surfaces 35, for personal use, virtual reality and augmented reality 30. From the real world to the digital world, we favor direct measurements of parameters for models and representations, using (new) optical systems unless digitization is required 51, 50. These resulting systems have to acquire the different phenomena described in Axis 1 and to display them, in an efficient manner 56, 28, 57, 60. By efficient, we mean that we want to shorten the path between the real world and the virtual world by increasing the data bandwidth between the real (analog) and the virtual (digital) worlds, and by reducing the latency for real-time interactions (we have to prevent unnecessary conversions, and to reduce processing time). To reach this goal, the systems have to be designed as a whole, not by a simple concatenation of optical systems and digital processes, nor by considering each component independently 61.
To increase data bandwidth, one solution is to parallelize more and more the physical systems. One possible solution is to multiply the number of simultaneous acquisitions (e.g., simultaneous images from multiple viewpoints 60, 81). Similarly, increasing the number of viewpoints is a way toward the creation of full 3D displays 72. However, full acquisition or display of 3D real environments theoretically requires a continuous field of viewpoints, leading to huge data size. Despite the current belief that the increase of computational power will fill the missing gap, when it comes to visual or physical realism, if you double the processing power, people may want four times more accuracy, thus increasing data size as well. To reach the best performances, a trade-off has to be found between the amount of data required to represent accurately the reality and the amount of required processing. This trade-off may be achieved using compressive sensing. Compressive sensing is a new trend issued from the applied mathematics community that provides tools to accurately reconstruct a signal from a small set of measurements assuming that it is sparse in a transform domain (e.g., 80, 107).
We prefer to achieve this goal by avoiding as much as possible the classical approach where acquisition is followed by a fitting step: this requires in general a large amount of measurements and the fitting itself may consume consequently too much memory and preprocessing time. By preventing unnecessary conversion through fitting techniques, such an approach increase the speed and reduce the data transfer for acquisition but also for display. One of the best recent examples is the work of Cossairt et al. 39. The whole system is designed around a unique representation of the energy-field issued from (or leaving) a 3D object, either virtual or real: the Light-Field. A Light-Field encodes the light emitted in any direction from any position on an object. It is acquired thanks to a lens-array that leads to the capture of, and projection from, multiple simultaneous viewpoints. A unique representation is used for all the steps of this system. Lens-arrays, parallax barriers, and coded-aperture 70 are one of the key technologies to develop such acquisition (e.g., Light-Field camera 1 61 and acquisition of light-sources 51), projection systems (e.g., auto-stereoscopic displays). Such an approach is versatile and may be applied to improve classical optical instruments 68. More generally, by designing unified optical and digital systems 77, it is possible to leverage the requirement of processing power, the memory footprint, and the cost of optical instruments.
Those are only some examples of what we investigate. We also consider the following approaches to develop new unified systems. First, similar to (and based on) the analysis goal of Axis 1, we have to take into account as much as possible the characteristics of the measurement setup. For instance, when fitting cannot be avoided, integrating them may improve both the processing efficiency and accuracy 79. Second, we have to integrate signals from multiple sensors (such as GPS, accelerometer, ...) to prevent some computation (e.g., 71). Finally, the experience of the group in surface modeling help the design of optical surfaces 64 for light sources or head-mounted displays.
3.5 Axis 3: Rendering, Visualization and Illustration
Challenge: How to offer the most legible signal to the final observer in real-time?
Results: High-level shading primitives, expressive rendering techniques for object depiction, real-time realistic rendering algorithms
Rendering techniques from realistic solutions to more expressive ones.
The main goal of this axis is to offer to the final observer, in this case mostly a human user, the most legible signal in real-time. Thanks to the analysis and to the decomposition in different phenomena resulting from interactions between light, shape, and matter (Axis 1), and their perception, we can use them to convey essential information in the most pertinent way. Here, the word pertinent can take various forms depending on the application.
In the context of scientific illustration and visualization, we are primarily interested in tools to convey shape or material characteristics of objects in animated 3D scenes. Expressive rendering techniques (see Figure 6c,d) provide means for users to depict such features with their own style. To introduce our approach, we detail it from a shape-depiction point of view, domain where we have acquired a recognized expertise. Prior work in this area mostly focused on stylization primitives to achieve line-based rendering 104, 66 or stylized shading 33, 102 with various levels of abstraction. A clear representation of important 3D object features remains a major challenge for better shape depiction, stylization and abstraction purposes. Most existing representations provide only local properties (e.g., curvature), and thus lack characterization of broader shape features. To overcome this limitation, we are developing higher level descriptions of shape 26 with increased robustness to sparsity, noise, and outliers. This is achieved in close collaboration with Axis 1 by the use of higher-order local fitting methods, multi-scale analysis, and global regularization techniques. In order not to neglect the observer and the material characteristics of the objects, we couple this approach with an analysis of the appearance model. To our knowledge, this is an approach which has not been considered yet. This research direction is at the heart of the MANAO project, and has a strong connection with the analysis we plan to conduct in Axis 1. Material characteristics are always considered at the light ray level, but an understanding of higher-level primitives (like the shape of highlights and their motion) would help us to produce more legible renderings and permit novel stylizations; for instance, there is no method that is today able to create stylized renderings that follow the motion of highlights or shadows. We also believe such tools also play a fundamental role for geometry processing purposes (such as shape matching, reassembly, simplification), as well as for editing purposes as discussed in Axis 4.
In the context of real-time photo-realistic rendering ((see Figure 6a,b), the challenge is to compute the most plausible images with minimal effort. During the last decade, a lot of work has been devoted to design approximate but real-time rendering algorithms of complex lighting phenomena such as soft-shadows 105, motion blur 46, depth of field 92, reflexions, refractions, and inter-reflexions. For most of these effects it becomes harder to discover fundamentally new and faster methods. On the other hand, we believe that significant speedup can still be achieved through more clever use of massively parallel architectures of the current and upcoming hardware, and/or through more clever tuning of the current algorithms. In particular, regarding the second aspect, we remark that most of the proposed algorithms depend on several parameters which can be used to trade the speed over the quality. Significant speed-up could thus be achieved by identifying effects that would be masked or facilitated and thus devote appropriate computational resources to the rendering 69, 45. Indeed, the algorithm parameters controlling the quality vs speed are numerous without a direct mapping between their values and their effect. Moreover, their ideal values vary over space and time, and to be effective such an auto-tuning mechanism has to be extremely fast such that its cost is largely compensated by its gain. We believe that our various work on the analysis of the appearance such as in Axis 1 could be beneficial for such purpose too.
Realistic and real-time rendering is closely related to Axis 2: real-time rendering is a requirement to close the loop between real world and digital world. We have to thus develop algorithms and rendering primitives that allow the integration of the acquired data into real-time techniques. We have also to take care of that these real-time techniques have to work with new display systems. For instance, stereo, and more generally multi-view displays are based on the multiplication of simultaneous images. Brute force solutions consist in independent rendering pipeline for each viewpoint. A more energy-efficient solution would take advantages of the computation parts that may be factorized. Another example is the rendering techniques based on image processing, such as our work on augmented reality 37. Independent image processing for each viewpoint may disturb the feeling of depth by introducing inconsistent information in each images. Finally, more dedicated displays 58 would require new rendering pipelines.
3.6 Axis 4: Editing and Modeling
Challenge: Editing and modeling appearance using drawing- or sculpting-like tools through high level representations.
Results: High-level primitives and hybrid representations for appearance and shape.
During the last decade, the domain of computer graphics has exhibited tremendous improvements in image quality, both for 2D applications and 3D engines. This is mainly due to the availability of an ever increasing amount of shape details, and sophisticated appearance effects including complex lighting environments. Unfortunately, with such a growth in visual richness, even so-called vectorial representations (e.g., subdivision surfaces, Bézier curves, gradient meshes, etc.) become very dense and unmanageable for the end user who has to deal with a huge mass of control points, color labels, and other parameters. This is becoming a major challenge, with a necessity for novel representations. This Axis is thus complementary of Axis 3: the focus is the development of primitives that are easy to use for modeling and editing.
More specifically, we plan to investigate vectorial representations that would be amenable to the production of rich shapes with a minimal set of primitives and/or parameters. To this end we plan to build upon our insights on dynamic local reconstruction techniques and implicit surfaces 3832. When working in 3D, an interesting approach to produce detailed shapes is by means of procedural geometry generation. For instance, many natural phenomena like waves or clouds may be modeled using a combination of procedural functions. Turning such functions into triangle meshes (main rendering primitives of GPUs) is a tedious process that appears not to be necessary with an adapted vectorial shape representation where one could directly turn procedural functions into implicit geometric primitives. Since we want to prevent unnecessary conversions in the whole pipeline (here, between modeling and rendering steps), we will also consider hybrid representations mixing meshes and implicit representations. Such research has thus to be conducted while considering the associated editing tools as well as performance issues. It is indeed important to keep real-time performance (cf. Axis 2) throughout the interaction loop, from user inputs to display, via editing and rendering operations. Finally, it would be interesting to add semantic information into 2D or 3D geometric representations. Semantic geometry appears to be particularly useful for many applications such as the design of more efficient manipulation and animation tools, for automatic simplification and abstraction, or even for automatic indexing and searching. This constitutes a complementary but longer term research direction.
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| (a) | (b) | (c) | (d) | (e) | (f) |
A system that mimics texture (left) and shading (right) effects using image processing alone.
In the MANAO project, we want to investigate representations beyond the classical light, shape, and matter decomposition. We thus want to directly control the appearance of objects both in 2D and 3D applications (e.g., 98): this is a core topic of computer graphics. When working with 2D vector graphics, digital artists must carefully set up color gradients and textures: examples range from the creation of 2D logos to the photo-realistic imitation of object materials. Classic vector primitives quickly become impractical for creating illusions of complex materials and illuminations, and as a result an increasing amount of time and skill is required. This is only for still images. For animations, vector graphics are only used to create legible appearances composed of simple lines and color gradients. There is thus a need for more complex primitives that are able to accommodate complex reflection or texture patterns, while keeping the ease of use of vector graphics. For instance, instead of drawing color gradients directly, it is more advantageous to draw flow lines that represent local surface concavities and convexities. Going through such an intermediate structure then allows to deform simple material gradients and textures in a coherent way (see Figure 7), and animate them all at once. The manipulation of 3D object materials also raises important issues. Most existing material models are tailored to faithfully reproduce physical behaviors, not to be easily controllable by artists. Therefore artists learn to tweak model parameters to satisfy the needs of a particular shading appearance, which can quickly become cumbersome as the complexity of a 3D scene increases. We believe that an alternative approach is required, whereby material appearance of an object in a typical lighting environment is directly input (e.g., painted or drawn), and adapted to match a plausible material behavior. This way, artists will be able to create their own appearance (e.g., by using our shading primitives 98), and replicate it to novel illumination environments and 3D models. For this purpose, we will rely on the decompositions and tools issued from Axis 1.
4 Application domains
4.1 Physical Systems
Given our close relationships with researchers in optics, one novelty of our approach is to extend the range of possible observers to physical sensors in order to work on domains such as simulation, mixed reality, and testing. Capturing, processing, and visualizing complex data is now more and more accessible to everyone, leading to the possible convergence of real and virtual worlds through visual signals. This signal is traditionally captured by cameras. It is now possible to augment them by projecting (e.g., the infrared laser of Microsoft Kinect) and capturing (e.g., GPS localization) other signals that are outside the visible range. This supplemental information replaces values traditionally extracted from standard images and thus lowers down requirements in computational power. Since the captured images are the result of the interactions between light, shape, and matter, the approaches and the improved knowledge from MANAO help in designing interactive acquisition and rendering technologies that are required to merge the real and the virtual worlds. With the resulting unified systems (optical and digital), transfer of pertinent information is favored and inefficient conversion is likely avoided, leading to new uses in interactive computer graphics applications, like augmented reality, displays and computational photography.
4.2 Interactive Visualization and Modeling
This direction includes domains such as scientific illustration and visualization, artistic or plausible rendering, and 3D modeling. In all these cases, the observer, a human, takes part in the process, justifying once more our focus on real-time methods. When targeting average users, characteristics as well as limitations of the human visual system should be taken into account: in particular, it is known that some configurations of light, shape, and matter have masking and facilitation effects on visual perception. For specialized applications (such as archeology), the expertise of the final user and the constraints for 3D user interfaces lead to new uses and dedicated solutions for models and algorithms.
5 Social and environmental responsibility
5.1 Footprint of research activities
For a few years now, our team has been collectively careful in limiting its direct environmental impacts, mainly by limiting the number of flights and extending the lifetime of PCs and laptops beyond the warranty period.
5.2 Environmental involvement
Gaël Guennebaud is engaged in several actions and initiatives related to the environmental issues within the research and higher-education domain:
- Ecoinfo: He is involved within the GDS Ecoinfo of the CNRS, and in particular he is in charge of the development of the ecodiag tool among other activities.
- Labo1point5: He is part of the labos1point5 GDR, in particular to help with the development of a module to take into account the carbon footprint of ICT devices and external computing ressources within their carbon footprint estimation tool (GES1point5). The first version of the module has been released in October 2021.
- He participates in the elaboration and dissemination of an introductory course to climate change issues and environnemental impacts of ICT, with two colleagues of the LaBRI.
6 Highlights of the year
- Recruitment of Morgane Gerardin as an Inria CR in the team.
- Siggraph paper 15 and Siggraph course on fluorescence in collaboration with Intel Labs.
7 Latest software developments, platforms, open data
7.1 Latest software developments
7.1.1 Spectral Viewer
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Keyword:
Image
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Functional Description:
An open-source (spectral) image viewer that supports several images formats: ENVI (spectral), exr, png, jpg.
- URL:
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Contact:
Romain Pacanowski
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Partner:
LP2N (CNRS - UMR 5298)
7.1.2 Malia
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Name:
The Malia Rendering Framework
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Keywords:
3D, Realistic rendering, GPU, Ray-tracing, Material appearance
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Functional Description:
The Malia Rendering Framework is an open source library for predictive, physically-realistic rendering. It comes with several applications, including a spectral path tracer, RGB-to-spectral conversion routines a blender bridge and a spectral image viewer.
- URL:
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Contact:
Romain Pacanowski
7.1.3 FRITE
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Keywords:
2D animation, Vector-based drawing
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Functional Description:
2D animation software allowing non linear editing
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Release Contributions:
Occlusions between drawing parts and self-occlusions
- Publications:
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Contact:
Pierre Benard
7.1.4 ecodiag
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Keywords:
CO2, Carbon footprint, Web Services
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Functional Description:
Ecodiag is a web service to estimate the carbon footprint of the computer equipments.
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Contact:
Gael Guennebaud
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Partner:
Ecoinfo
7.1.5 FtthPowerSim
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Keywords:
Power consumption, Network simulator
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Functional Description:
This web application is a demo of the methodology and model detailed in the paper Assessing VoD pressure on network power consumption. It's purpose is to estimate the dimensioning and power consumption of a fiber network infrastructure that is ideally sized to satisfy different usage scenarios. It is tailored to cover a territory of the size of France centered around a main IXP collocated with a unique CDN playing the role of a cache.
- URL:
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Contact:
Gael Guennebaud
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Partners:
Université de Bordeaux, LaBRI
7.1.6 SMEAR
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Keyword:
3D animation
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Functional Description:
SMEAR is a 3D animation stylization Blender add-on, aimed at creation and customization of smear frames such as elongated in-betweens, multiple in-betweens and motion lines.
- Publication:
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Contact:
Jean Basset
7.2 New platforms
7.2.1 La Coupole
Participants: Romain Pacanowski, Jérémie Ettedgui, Clément Joubert, Pierre Mézières, François Margall, Louis De Oliveira.


View of La Coupole
Left, view of La Coupole and the robot with the 3D scanner mounted, before the acquisition phase of the optical properties performed with a high speed camera (Right) that photographs the object for each lit LED. (Photo Credits Arthur Pequin.)
La Coupole is a measurement device that acquires spatially-varying reflectance function (SV-BRDF) on non-planar object which area can be up to 1.5m.
Its main characteristics are:
- RGB 12MP Camera (100 fps)
- 6-axes Robot
- 1080 White LED
- 3D Laser Scanner Laser: 200 resolution
- Maximal Measurement Area: 1.75 m
- Optical Resolution: 50
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Left, official poster of the Exhibition Textiles 3D presented to the museum of Ethnography of Bordeaux. Right, 3D digital reconstruction of an alabaster piece using data acquired by La Coupole.
Official poster of the Exhibition and 3D digital reconstruction of an alabaster.
Left, official poster of the Exhibition Textiles 3D presented to the museum of Ethnography of Bordeaux. Right, 3D digital reconstruction of an alabaster piece using data acquired by La Coupole.
La Coupole is capable of measuring objects with an average angular accuracy of 0.22 degrees, generates 4 terabytes of data per hour of measurement and allows the measurement of spatially varying BRDFs (SV-BRDF) on a non-planar shape. The 50 mm lens combined with the camera allows to obtain a spatial resolution resolution of 50 microns which corresponds approximately to the resolution of the human visual system (for an object placed at about 20 cm from the observer). After two years of conception and realization, la Coupole was used to digitize 10 garments from the collections (cf. Figure 10) of the Ethnography Museum of Bordeaux as well as as well as a reconstruction of an alabaster (cf. Figure 9) within the framework of the project LaBeX "Albâtres" project and continue to be used in the projects VESPAA, AUTOMATA, xDDiff and TOL.
During 2025, La Coupole was upgraded in terms of hardware, in particular to reduce problems related to the cable connecting the camera to the control PC. The solution developed and deployed (see Figure 11) involves embedding a mini-PC, such as an OrangePi, which is powered by an internal connection to the robot and transmits the acquired images asynchronously via a dedicated Wi-Fi network. A second mprovement is the replacement of the Ximea sensor with a new, more sensitive sensor from JAI.
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| Gilet de Femme | Ceinture | Manteau |
Examples of numerical reconstructions from data acquired with La Coupole.
Numerical reconstructions with albedo (hemispherical reflectivity) per mesh vertex for different types of clothing : Left, the woman's silk and cotton vest (Tibet, late nineteenth century), a video featuring other points of view viewpoints is available here. Center,partial view of a central ornament of the apron: in navy blue quilted satin with embroidery in net representing a lion's head, and blue, white and red floche silk embroideries, a little yellow; black velvet facings; origin: China, 19th century. Right, coat made of fish skins from Siberia (twentieth century), a video showing other views is available views is availablehere.
Photograph of inside La Coupole showing the new embedded mini-PC and the new camera.
7.2.2 HYPERION: Measuring Bidirectional Subscattering Reflectance and Transmission Functions
Participants: Morgane Gerardin, Romain Pacanowski.
A new platform (cf. Figure 12), hyperion, to measure the volumetric properties of the light is currently being developed. The project started in March 2022 with the arrival of our new postdoctoral fellow Morgane Gérardin. The plaform permits to measure the diffusion of the light in reflection (aka BSSRDF) but also in Transmission (BSSTDF). A sample holder with two motorized axes orientates the sample wrt. to the direction of incident illumination while another motorized axis rotates a camera to image the sample (cf. Figure 13).
The platform has been validated with a publication in the journal Optics Express 49
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The BSSxDF measurement platform.
Measurement principle
7.3 Open data
BSSRDF Raw Measurements
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Contributors:
M. Gérardin, R. Pacanowski and Matthias Paulin
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Description:
The complete raw measurements of BSSRDF from our Optics Express Paper 49
- Dataset PID (DOI,...):
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Contact:
morgane.gerardin@inria.fr
8 New results
8.1 Analysis and Simulation
8.1.1 Efficient Modeling and Rendering of Iridescence from Cholesteric Liquid Crystals
Participants: Gary Fourneau, Pascal Barla, Romain Pacanowski.
We introduce a novel approach to the efficient modeling and rendering of Cholesteric Liquid Crystals (CLCs), materials known for producing colorful effects due to their helical molecular structure. CLCs reflect circularly-polarized light within specific spectral bands, making their accurate simulation challenging for realistic rendering in Computer Graphics. In this paper 16, using the two-wave approximation from the Photonics literature, we develop a piecewise spectral reflectance model that improves the understanding of how light interact with CLCs for arbitrary incident angles. Our reflectance model allows for more efficient spectral rendering and fast integration into RGB-based rendering engines. We show that our approach is able to reproduce the unique visual properties of both natural and man-made CLCs, while keeping the computation fast enough for interactive applications and avoiding potential spectral aliasing issues.
Rendering of CLC structures
8.2 Rendering, Visualization and Illustration
8.2.1 Importance Sampling of the Micrograin Visible NDF
Participants: Simon Lucas, Romain Pacanowski, Pascal Barla.
Importance sampling of visible normal distribution functions (vNDF) is a required ingredient for the efficient rendering of microfacet‐based materials. In this paper 10, we explain how to sample the vNDF for the micrograin material model, which has been recently improved to handle height‐normal correlations through a new Geometric Attenuation Factor (GAF), leading to a stronger impact on appearance compared to the earlier Smith approximation. To this end, we make two contributions: we derive analytic expressions for the marginal and conditional cumulative distribution functions (CDFs) of the vNDF; we provide efficient methods for inverting these CDFs based respectively on a 2D lookup table and on the triangle‐cut method.
Importance Sampling of the Micrograin Visible NDF
8.2.2 A Fluorescent Material Model for Non-Spectral Editing & Rendering
Participants: Laurent Belcour [Intel, Grenoble], Alban Fichet [Intel, Grenoble], Pascal Barla.
Fluorescent materials are characterized by a spectral reradiation toward longer wavelengths. Recent work has shown that the rendering of fluorescence in a non-spectral engine is possible through the use of appropriate reduced reradiation matrices. But the approach has limited expressivity, as it requires the storage of one reduced matrix per fluorescent material, and only works with measured fluorescent assets. In this work 15, we introduce an analytical approach to the editing and rendering of fluorescence in a non-spectral engine. It is based on a decomposition of the reduced reradiation matrix, and an analytically-integrable Gaussian-based model of the fluorescent component. The model reproduces the appearance of fluorescent materials accurately, especially with the addition of a UV basis. Most importantly, it grants variations of fluorescent material parameters in real-time, either for the editing of fluorescent materials, or for the dynamic spatial variation of fluorescence properties across object surfaces. A simplified one-Gaussian fluorescence model even allows for the artist-friendly creation of plausible fluorescent materials from scratch, requiring only a few reflectance colors as input.
A Fluorescent Material Model for Non-Spectral Editing & Rendering
8.3 Editing and Modeling
8.3.1 Inbetweening with Occlusions for Non-Linear Rough 2D Animation
Participants: Melvin Even, Pierre Bénard, Pascal Barla.
Representing 3D motion and depth through 2D animated drawings is a notoriously difficult task, requiring time and expertise when done by hand. Artists must pay particular attention to occlusions and how they evolve through time, a tedious process. Computer-assisted inbetweening methods such as cut-out animation tools allow for such occlusions to be handled beforehand using a 2D rig, at the expense of flexibility and artistic expression. In this work 9, we extend the flexible 2D animation framework of Even et al. 47 to handle occlusions. We do so by retaining three key properties of their system that are crucial to speed-up the animation process: input rough drawings, real-time preview, and non-linear animation editing. Our contribution is two-fold: a fast method to compute 2D masks from rough drawings with a semi-automatic dynamic layout system for occlusions between drawing parts; and an artist-friendly method to both automatically and manually control the dynamic visibility of strokes for self-occlusions. Such controls are not available in any traditional 2D animation software especially with rough drawings. Our system helps artists produce convincing 3D-like 2D animations (Figure 17), including head turns, foreshortening effects, out-of-plane rotations, overlapping volumes and even transparency.
Head-turn animation produced with our rough 2D animation system
8.3.2 Trajectory-aware Smears for Stylized 3D Animations
Participants: Lou Tremolieres, Jean Basset, Pierre Bénard, Pascal Barla.
Smearing is an essential effect to expressively convey motion in stylized animations. In this paper 20, we extend the method of Basset et al. 29 to better emphasize the main motion's trajectory of an object when generating elongated in-betweens, i.e., when stretching a 3D object along its trajectory to cover adjacent frames. This limits visual artifacts such as intersections that typically occur when trajectories self-overlap due to local rotations or abrupt changes of direction (trajectories with high curvatures or even discontinuities at contacts). We address these cases with minor computational and memory overheads, and offer enhanced impact expressiveness by combining smear and squash-and-stretch effects at collisions.
3D jumping animation stylized with smear frames created with our method (elongated in-betweens, motion lines, multiple in-betweens)
8.3.3 Complex System Exploration with Interactive Human Guidance
Participants: Bastien Morel, Clément Moulin-Frier, Pascal Barla.
The diversity of patterns that emerge from complex systems motivates their use for scientific or artistic purposes. When exploring these systems, the challenges faced are the size of the parameter space and the strongly non-linear mapping between parameters and emerging patterns. In addition, artists and scientists who explore complex systems do so with an expectation of particular patterns. Taking these expectations into account adds a new set of challenges, which the exploration process must address. In this paper 19, we provide design choices and their implementation to address these challenges; enabling the maximization of the diversity of patterns discovered in the user's region of interest – which we call the constrained diversity – in a sample-efficient manner. The region of interest is expressed in the form of explicit constraints. These constraints are formulated by the user in a system-agnostic way, and their addition enables interactive system exploration leading to constrained diversity, while maintaining global diversity.
Complex system exploration
8.4 Sustainability studies
8.4.1 To what extent can current French mobile network support agricultural robots?
Participants: Gaël Guennebaud, Pierre La Rocca, Aurélie Bugeau [Université de Bordeaux, LaBRI].
The large-scale integration of robots in agriculture offers many promises for enhancing sustainability and increasing food production. The numerous applications of agricultural robots rely on the transmission of data via mobile network, with the amount of data depending on the services offered by the robots and the level of on-board technology. Nevertheless, infrastructure required to deploy these robots, as well as the related energy and environmental consequences, appear overlooked in the digital agriculture literature. In this study 18, we propose a method for assessing the additional energy consumption and carbon footprint induced by a large-scale deployment of agricultural robots. Our method also estimates the share of agricultural area that can be managed by the deployed robots with respect to network infrastructure constraints. We have applied this method to metropolitan France mobile network and agricultural parcels for five different robotic scenarios. Our results show that increasing the robot's bitrate needs leads to significant additional impacts, which increase at a pace that is poorly captured by classical linear extrapolation methods. When constraining the network to the existing sites, increased bitrate needs also comes with a rapidly decreasing manageable agricultural area.
8.4.2 Setting reference GHG emissions for research activities
Participants: Gaël Guennebaud, Léa Marquet, Valentin Bellassen [CESAER], David Makowski [MIA Paris-Saclay], Tamara Ben-Ari [UMR Innovation].
The carbon footprint of academic research has attracted growing attention in recent years, with numerous assessments conducted at the level of universities or research departments. Yet, methodological inconsistencies and small sample sizes limit comparability and hinder generalization, while concrete mitigation targets remain underdeveloped. This study 11 draws on a national database covering about 157,000 research staff in 700 units-roughly one-third of French public research-between 2019 and 2023. Emissions are assessed across five major sources: purchases, professional travel, commuting, electricity, and heating. The dataset is used to (i) model structural determinants of research-related GHG emissions and (ii) establish reference values to guide mitigation strategies (Figure 20). We develop a framework to identify robust statistical models to predict average emissions levels per source. Based on staff composition, supervisory body, research domain, and geographical location, these models explain up to one-third of inter-unit variance and improve predictive accuracy by 8%–23% over baseline averages. Embedded in an online tool, these models help support the design of efficient, equitable, and realistic mitigation targets.
Graphics of average mitigation potentials per emission source and per research domain.
8.4.3 Evaluating and Reporting the Carbon Footprint of Shared Computing Platforms: Choices and Limits
Participants: Gaël Guennebaud, Anne-Laure Ligozat [LISN], Anne-Cécile Orgerie [Inria/Magellan], Matthieu Simonin [Inria/Magellan].
Attributing the carbon costs of shared ICT infrastructures to its end-users is frequently promoted as a way to encourage awareness of environmental impacts and advocate for more sustainable practices. This paper 17 explores the intricacies of this approach by focusing on shared ICT infrastructures specifically dedicated to academic research, several of which having recently introduced carbon intensity values for their users. This scenario serves as a practical case study for examining the methodologies and challenges associated with evaluating the carbon intensity of shared ICT infrastructures. We explore the choices with their limitations, discuss the objectives behind their implementation of this type of environmental indicator and offer actionable insights. This analysis aims to contribute to the broader discussion on sustainable computing practices and the role of environmental indicators in driving meaningful change.
9 Bilateral contracts and grants with industry
9.1 Bilateral contracts with industry
Research collaboration contract with Praxinos (2021-2025)
Participants: Melvin Even, Pierre Bénard, Pascal Barla.
This collaboration aims at defining new computer-assisted tools to facilitate the creation of 2D animations.
CIFRE PhD contract with Ubisoft (2025-2028)
Participants: Louis De Oliveira, Romain Pacanowski.
Neural implicit rendering methods have demonstrated their potential for texture compression in physically based rendering (PBR). Such methods are currently used in real-time applications in rendering engines employing either rasterization (Weinreich et al. 109; Vaidyanathan et al. 97) or ray tracing (Zeltner et al. 111,Kuznetsov et al. 67). These methods can efficiently reproduce textures and materials that represent challenging reflectance models by leveraging embedding sets coupled with fast neural network inference. Wang et al.108 introduced a method using learned shells around an implicit surface to optimize volumetric sampling. Other works, such as Gaussian Splatting (Kerbl et al. 65) and its extensions, have introduced methods that do not rely on neural networks but instead use 3D primitives and spherical harmonics to approximate a scene's appearance. However, these techniques still do not provide an efficient representation of re-lightable scenes, unlike offline rendering engines. Rendering complex appearances, such as subsurface scattering, multi-layered materials, or fibrous surfaces with high fidelity, remains a scientific challenge for real-time rendering engines. Another difficult task is managing the memory footprint of these new methods, particularly in handling multi-scale rendering. Indeed, a material behaves differently depending on the scale at which it is observed. For example, a material like human skin behaves as a diffuse material at a large distance but exhibits some roughness and subsurface scattering at a closer scale. The objectives of this thesis are to study and develop new neural implicit models for the appearance of complex materials such as multi-layered, scattering, or mesoscopic materials, where the boundary between geometry and optical properties is blurred. Currently, the main existing ideas for achieving such effects involve combining the advantages of trainable data structures with GPU-optimized data structures and operations, such as point clouds, texture sampling and filtering, and meshes (Guédon et al. 53; Waczyńska et al. 106). Finally, as much as possible, we will also aim to use physical measurements of materials' optical properties to compare and even validate the new neural representations.
10 Partnerships and cooperations
10.1 European initiatives
10.1.1 Other european programs/initiatives
ERCIM xDDiff Project (2024-2027)
Participants: Morgane Gérardin, Pierre Mézière, Romain Pacanowski.
As part of the xDDiff activities, we participated in a workshop held on December 2, 2025, at the Physikalisch-Technische Bundesanstalt (PTB, German National Metrology Institute), where we presented “La Coupole: Spatially varying measurement system for 3D objects” (to appear in HAL) introduced the "La Coupole" measurement setup and presented results obtained from data acquired with the system.
Furthermore, we also presented "Metrological characterization of translucency : from planar materials to complex objects" (to appear in HAL). In addition, during the progress meeting on December 3–4, 2025, we presented “Fit of BRDF data from the CSIC”, focusing on BRDF fitting results obtained from measurement data provided by laboratories of the CSIC (Spanish National Research Council).
ECCH Automata Project (2025-2029)
Participants: Clément Joubert, Romain Pacanowski.
EU-funded AUTOMATA will transform this process by enabling low-cost and time-efficient digitisation. Using AI-augmented robotics and sensors, AUTOMATA will create 3D models enriched with archaeometric data, providing a practical and cost-effective solution for digitisation. Robotic tools with newly developed AI methodologies will improve the digitisation process of visible and non-visible properties of archaeological finds, enhance the robustness and efficiency of 3D digitisation, improve surface appearance acquisition, and integrate 2D representations. This approach streamlines data acquisition, aided by human-AI collaboration, and, in turn, the collection of big, well-identified data will empower the development of AI models. This cost-effective technology will democratise access to digitisation, benefiting museums and smaller institutions, aid preservation methods and restorers’ work, and foster inclusive knowledge-sharing via a dedicated crowdsourcing platform. Finally, the data collected by AUTOMATA will ensure seamless integration of data into the ECCCH Cloud and facilitate data sharing and innovative usage strategies by CCIs.
Inria has joined the project in July 2025 and has started working with La Coupole on photogrammetric acquisition (cf. Figure 21). This will help to design and conceive the final acquisition system.
Top: Photograph taken using La Coupole of a litic object. Right: 3D digitized object after applying a photogrammetry method using 80 photographs.
Top: Photograph taken using La Coupole of a litic object. Right: 3D digitized object after applying a photogrammetry method using 80 photographs.
Top: Photograph taken using La Coupole of a litic object. Right: 3D digitized object after applying a photogrammetry method using 80 photographs.
10.2 National initiatives
ANIS 2025-2028
Participants: François Margall, Romain Pacanowski.
Partners: Ministère de la Culture, Musée d'Archéologie nationale and Inria
The objective of the ANIS - Acquisition Numérique In-Situ (In-Situ Digital Acquisition) project is to contribute to the restoration of the appearance of three-dimensional heritage objects through the creation of a mobile physical prototype for appearance acquisition, enabling on-site intervention directly at the museum (in the exhibition hall, studio, or storage area), in the laboratory, or even directly at the archaeological site of discovery, with quantification and traceability of uncertainties.
ANIS 2025-2026
Participants: Jérémie Ettedgui, Romain Pacanowski.
Partners: Ministère de la Culture, Musée d’Archéologie nationale and Inria
The digitization of heritage objects addresses research challenges and opens up new possibilities for the mediation and dissemination of knowledge. However, the 3D digitization of certain objects still poses a real challenge, particularly shiny objects. This is the case for the gold coins from the Tayac treasure. The TOL project aims to define a protocol for acquiring and digitizing these objects. Three main areas of interest have emerged: the scientific analysis of reliable digital twins (metrology and distortion correction), the virtual reunification of a dispersed treasure, and use in a museum context (mounting, lighting, etc.).
10.2.1 ANR
“Young Researcher” MoStyle (2021-2025)
Participants: Pierre Bénard, Pascal Barla, Melvin Even.
The main goal of this project is to investigate how computer tools can help capturing and reproducing the typicality of traditional 2D animations. Ultimately, this would allow to produce 2D animations with a unified appearance starting from roughs drawings or 3D inputs.
10.3 Regional initiatives
Vespaa (2022-2027)
Participants: Romain Pacanowski, Pierre Bénard, Pascal Barla, Gaël Guennebaud, Pierre Mézière.
Partners: Region Nouvelle Aquitaine and Inria
The project VESPAA focuses on high-fidelity rendering of African artifacts stored in different museums (Angoulême, La Rochelle, Bordeaux) of the Nouvelle Aquitaine Region.
The main goals of VESPAA are:
- To improve the quality of measurements data acquired by La Coupole in order to represent complex materials (gilding, pearl, patina and varnish)
- To develop new SV-BRDF models and multi-resolution representations to visualize in real-time and with high fidelity the digitized objects under dynamic light and view directions. The targeted audience ranges from Cultural Heritage experts to mainstream public visiting the museums.
- To make durable the acquired reflectance properties by storing the measurements (geometry and tabulated data) as well as the SV-BRDF models (Source Code) in a open database.
11 Dissemination
11.1 Promoting scientific activities
11.1.1 Scientific events: organisation
Member of the organizing committees
Romain Pacanowski is co-organizer of the "GT Rendu" from the GdR IG-RV of the CNRS.
11.1.2 Scientific events: selection
Member of the conference program committees
- Eurographics 2026 : Pascal Barla
- Expressive 2025: Pierre Bénard
- Eurographics shorts 2025 : Jean Basset
Reviewer
- ACM Siggraph 2025: Pierre Bénard, Romain Pacanowski, Pascal Barla
- ACM Siggraph Asia 2025: Pierre Bénard, Pascal Barla
- Eurographics 2025: Pierre Bénard, Jean Basset
- Pacific Graphics 2025: Pierre Bénard
- Journées Françaises de l'Informatique Graphique: Jean Basset
- Gretsi 2025: Gaël Guennebaud
- IEEE VR 2026: Patrick Reuter
11.1.3 Journal
Reviewer - reviewing activities
- ACM Transactions on Graphics: Pascal Barla, Pierre Bénard
- Computer Graphics Forum: Pascal Barla
- Journal of Cleaner Production: Gaël Guennebaud
11.1.4 Invited talks
- “Un modèle de déploiement du réseau d'accès mobile pour comprendre et anticiper ses impacts climat-énergie”. Gaël Guennebaud , journées du groupe Politiques environnementales du numérique du GDR Internet, IA et Société.
11.2 Teaching - Supervision - Juries - Educational and pedagogical outreach
11.2.1 Teaching
The members of our team are involved in teaching computer science at University of Bordeaux and ENSEIRB-Matmeca engineering School. General computer science is concerned, as well as the following graphics related topics:
- Master: Pierre Bénard, Gaël Guennebaud, Romain Pacanowski, Advanced Image Synthesis, 50 HETD, M2, Univ. Bordeaux, France.
- Master: Gaël Guennebaud, Pierre Bénard and Jean Basset, 3D Worlds, 60 HETD, M1, Univ. Bordeaux and IOGS, France.
- Master: Jean Basset, Virtual Reality, 84 HETD, M2, Univ. Bordeaux, France.
- Master: Romain Pacanowski, 3D Programming, M2, 18 HETD, Bordeaux INP ENSEIRB Matmeca, France.
- Licence: Gaël Guennebaud, Introduction to climate change issues and the environnemental impacts of ICT, 24 HETD, L3, Univ. Bordeaux, France.
- Licence: Patrick Reuter, Deep Learning, 32 HETD, L3, Univ. Bordeaux, France.
One member is also in charge of a field of study:
- Master: Pierre Bénard, M2 “Informatique pour l'Image et le Son”, Univ. Bordeaux, France.
11.2.2 Supervision
Engineers
- Jérémie Ettedgui: supervised by Romain Pacanowski.
- Louis De Oliveira: supervised by Romain Pacanowski.
PostDoc fellows
- Pierre Mézières : supervised by Pierre Bénard and Romain Pacanowski.
- Clement Joubert : supervised by Romain Pacanowski.
- Francois Margall : supervised by Romain Pacanowski.
PhD students
- Julien Castets: "Engineering disorder in surfaces to create novel appearance" R. Pacanowski and G. Drisko (ICMB - CNRS)
- Louis Forestier: "Rendu de l'apparence de surfaces nanostructurées ; création de nouveaux effets visuels". R. Pacanowski and P. Lalanne (LP2N - CNRS)
- Panagiotis Tsiakpolis: "Study of Artistic Control in Real-Time Expressive Rendering”, Inria & Ubisoft, P. Bénard.
- Pierre La Rocca: "Modélisation paramétrique des impacts environnementaux des TIC : focus sur la numérisation de l'agriculture.", Univ. Bordeaux, Aurélie Bugeau, G. Guennebaud.
- Léa Marquet: "Empreinte carbone de la recherche scientifique : typologie, déterminants et compromis", Inrae & Inria, Tamara Ben Ari, Valentin Bellassen, Gaël Guennebaud, David Makowski
- Bastien Morel: supervised by Pascal Barla, with Clément Moulin-Frier (FLOWERS team).
- Louis De Oliveira: "Neural implicit models for the appearance of complex materials", Inria& Ubisoft, R. Pacanowski.
Master students
- Audric Bonneau : supervised by Pascal Barla, Pierre Bénard and Jean Basset.
- Clement Feytout : supervised by Gaël Guennebaud et Aurélie Bugeau (LaBRI).
- Zoe Herson : supervised by Pascal Barla.
- Adama Koita : supervised by Pascal Barla, Pierre Bénard and Jean Basset.
- Kevin Shao : supervised by Romain Pacanowski.
- Lou Tremolieres : supervised by Pascal Barla, Pierre Bénard and Jean Basset.
Undergraduate students
- Aymen Ali Yahia : supervised by Pascal Barla and Jean Basset.
- Mohammed Douidy : supervised by Pascal Barla and Jean Basset.
- Sebastian Straut : supervised by Patrick Reuter.
11.2.3 Juries
PhD as supervisors:
- Pierre La Rocca (15/12/2025): Gaël Guennebaud.
PhD as reviewer:
- Pascal Barla was a member of the jury (reviewer, president) of the PhD thesis of Juan Raul Padron Griffe, at the University of Zaragoza (Spain).
HDR as examiner:
- Romain Pacanowski was a member of the jury (examiner) of the HDR of Mickael Ribardiere at the University of Poitiers (France).
11.3 Popularization
11.3.1 Productions (articles, videos, podcasts, serious games, ...)
- Vidéo "Quand on regarde un dessin animé, on ne se doute pas toujours du travail derrière !" en collaboration avec Curieux!
- Article en ligne "Marier l'animation 2D et 3D pour plus de créativité"
11.3.2 Others science outreach relevant activities
- Co-creation and animation of a symposium on “Comment concilier nos activités en bioinformatique avec les limites planétaires ?” at the JOBIM 2025 conférence 22.
12 Scientific production
12.1 Major publications
- 1 articleA Practical Extension to Microfacet Theory for the Modeling of Varying Iridescence.ACM Transactions on Graphics364July 2017, 65HALDOI
- 2 articleAutostereoscopic transparent display using a wedge light guide and a holographic optical element: implementation and results.Applied optics5834November 2019HALDOI
- 3 articleImaging device to measure the reflective and transmissive part of isotropic BSSRDF.Optics Express3222October 2024, 39267-39292HALDOI
- 4 articleA Two-Scale Microfacet Reflectance Model Combining Reflection and Diffraction.ACM Transactions on Graphics364Article 66July 2017, 12HALDOI
- 5 articleA View-Dependent Metric for Patch-Based LOD Generation & Selection.Proceedings of the ACM on Computer Graphics and Interactive Techniques11May 2018HALDOI
- 6 articleInstant Transport Maps on 2D Grids.ACM Transactions on Graphics376November 2018, 13HALDOI
- 7 articleMaterial category of visual objects computed from specular image structure.Nature Human Behaviour77July 2023, 1152-1169HALDOI
- 8 articleThe visual appearances of disordered optical metasurfaces.Nature Materials21May 2022, 1035-1041HALDOI
12.2 Publications of the year
International journals
Invited conferences
International peer-reviewed conferences
Conferences without proceedings
Scientific books
Reports & preprints
12.3 Cited publications
- 25 articleReliefs as images.ACM Trans. Graph.2942010, URL: http://doi.acm.org/10.1145/1778765.1778797DOIback to text
- 26 articleSurface Relief Analysis for Illustrative Shading.Computer Graphics Forum314June 2012, 1481-1490URL: http://hal.inria.fr/hal-00709492DOIback to textback to text
- 27 techreportDistribution-based BRDFs.unpublishedUniv. of Utah2007back to text
- 28 articleTime-resolved 3D Capture of Non-stationary Gas Flows.ACM Trans. Graph.2752008back to text
- 29 inproceedingsSMEAR: Stylized Motion Exaggeration with ARt-direction.SIGGRAPH Conference Papers '24Denver, CO / Virtual, United StatesJuly 2024HALDOIback to textback to text
- 30 bookSpatial Augmented Reality: Merging Real and Virtual Worlds.A K Peters/CRC Press2005back to textback to text
- 31 articleOptimizing Environment Maps for Material Depiction.Comput. Graph. Forum (Proceedings of the Eurographics Symposium on Rendering)3042011, URL: http://www-sop.inria.fr/reves/Basilic/2011/BCRA11back to text
- 32 articleLeast Squares Subdivision Surfaces.Comput. Graph. Forum2972010, 2021-2028URL: http://hal.inria.fr/inria-00524555/enback to text
- 33 articleStyle Transfer Functions for Illustrative Volume Rendering.Comput. Graph. Forum2632007, 715-724URL: http://www.cg.tuwien.ac.at/research/publications/2007/bruckner-2007-STF/back to text
- 34 inproceedingsUnstructured lumigraph rendering.Proc. ACM SIGGRAPH2001, 425-432URL: http://doi.acm.org/10.1145/383259.383309DOIback to text
- 35 articleApplication of radial basis functions to shape description in a dual-element off-axis eyewear display: Field-of-view limit.J. Society for Information Display16112008, 1089-1098DOIback to text
- 36 articleA Survey on Participating Media Rendering Techniques.The Visual Computer2005HALback to text
- 37 inproceedingsOn-Line Visualization of Underground Structures using Context Features.Symposium on Virtual Reality Software and Technology (VRST)ACM2010, 167-170URL: http://hal.inria.fr/inria-00524818/enDOIback to text
- 38 articleNon-oriented MLS Gradient Fields.Computer Graphics ForumDecember 2013, URL: http://hal.inria.fr/hal-00857265back to text
- 39 articleLight field transfer: global illumination between real and synthetic objects.ACM Trans. Graph.2732008, URL: http://doi.acm.org/10.1145/1360612.1360656DOIback to textback to textback to textback to text
- 40 articleA novel approach makes higher order wavelets really efficient for radiosity.Comput. Graph. Forum1932000, 99-108back to text
- 41 articleA quantized-diffusion model for rendering translucent materials.ACM Trans. Graph.3042011, URL: http://doi.acm.org/10.1145/2010324.1964951DOIback to text
- 42 inproceedingsReflectance and texture of real-world surfaces.IEEE Conference on Computer Vision and Pattern Recognition (ICCV)1997, 151-157back to text
- 43 articleFabricating spatially-varying subsurface scattering.ACM Trans. Graph.2942010, URL: http://doi.acm.org/10.1145/1778765.1778799DOIback to text
- 44 bookAdvanced Global Illumination.A.K. Peters2006back to textback to text
- 45 articleFrequency analysis and sheared filtering for shadow light fields of complex occluders.ACM Trans. Graph.3022011, URL: http://doi.acm.org/10.1145/1944846.1944849DOIback to text
- 46 articleFrequency Analysis and Sheared Reconstruction for Rendering Motion Blur.ACM Trans. Graph.2832009, URL: http://hal.inria.fr/inria-00388461/enDOIback to textback to textback to text
- 47 articleNon-linear Rough 2D Animation using Transient Embeddings.Computer Graphics ForumMain: 15 pages, 19 figures. Supplementary: 2 pages. Submitted to Eurographics.May 2023HALDOIback to textback to text
- 48 articleSpecular reflections and the perception of shape.J. Vis.492004, 798-820URL: http://journalofvision.org/4/9/10/back to text
- 49 articleImaging device to measure the reflective and transmissive part of isotropic BSSRDF.Optics Express3222October 2024, 39267-39292HALDOIback to textback to text
- 50 inproceedingsBRDF Acquisition with Basis Illumination.IEEE International Conference on Computer Vision (ICCV)2007, 1-8back to text
- 51 articleAccurate Light Source Acquisition and Rendering.ACM Trans. Graph.2232003, 621-630URL: http://hal.inria.fr/hal-00308294DOIback to textback to text
- 52 inproceedingsModeling the interaction of light between diffuse surfaces.Proc. ACM SIGGRAPH1984, 213-222back to text
- 53 miscGaussian Frosting: Editable Complex Radiance Fields with Real-Time Rendering.arXiv:2403.14554 [cs]March 2024, URL: http://arxiv.org/abs/2403.14554back to text
- 54 articlePhysical reproduction of materials with specified subsurface scattering.ACM Trans. Graph.2942010, URL: http://doi.acm.org/10.1145/1778765.1778798DOIback to textback to text
- 55 phdthesisSimulating Global Illumination Using Adaptative Meshing.University of California1991back to text
- 56 articleFluorescent immersion range scanning.ACM Trans. Graph.2732008, URL: http://doi.acm.org/10.1145/1360612.1360686DOIback to text
- 57 articleAcquisition and analysis of bispectral bidirectional reflectance and reradiation distribution functions.ACM Trans. Graph.2942010, URL: http://doi.acm.org/10.1145/1778765.1778834DOIback to text
- 58 articleDynamic Display of BRDFs.Comput. Graph. Forum3022011, 475--483URL: http://dx.doi.org/10.1111/j.1467-8659.2011.01891.xDOIback to textback to textback to textback to text
- 59 articleTransparent and Specular Object Reconstruction.Comput. Graph. Forum2982010, 2400-2426back to text
- 60 inproceedingsA Kaleidoscopic Approach to Surround Geometry and Reflectance Acquisition.IEEE Conf. Computer Vision and Pattern Recognition Workshops (CVPRW)IEEE Computer Society2012, 29-36back to textback to textback to text
- 61 inproceedingsA theory of plenoptic multiplexing.IEEE Conf. Computer Vision and Pattern Recognition (CVPR)\bf oralIEEE Computer Society2010, 483-490back to textback to text
- 62 inproceedingsThe rendering equation.Proc. ACM SIGGRAPH1986, 143-150URL: http://doi.acm.org/10.1145/15922.15902DOIback to textback to text
- 63 inproceedingsFast, arbitrary BRDF shading for low-frequency lighting using spherical harmonics.Proc. Eurographics workshop on Rendering (EGWR)Pisa, Italy2002, 291-296back to text
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64
articleEdge clustered fitting grids for
-polynomial characterization of freeform optical surfaces.Opt. Express19272011, 26962-26974URL: http://www.opticsexpress.org/abstract.cfm?URI=oe-19-27-26962DOIback to text - 65 article3D Gaussian Splatting for Real-Time Radiance Field Rendering.ACM Transactions on Graphics424August 2023, 1--14URL: https://dl.acm.org/doi/10.1145/3592433DOIback to text
- 66 articleDemarcating curves for shape illustration.ACM Trans. Graph. (SIGGRAPH Asia)2752008, URL: http://doi.acm.org/10.1145/1409060.1409110DOIback to text
- 67 inproceedingsRendering Neural Materials on Curved Surfaces.Special Interest Group on Computer Graphics and Interactive Techniques Conference ProceedingsVancouver BC CanadaACMAugust 2022, 1--9URL: https://dl.acm.org/doi/10.1145/3528233.3530721DOIback to text
- 68 articleRecording and controlling the 4D light field in a microscope using microlens arrays.J. Microscopy23522009, 144-162URL: http://dx.doi.org/10.1111/j.1365-2818.2009.03195.xDOIback to text
- 69 articlePredicted Virtual Soft Shadow Maps with High Quality Filtering.Comput. Graph. Forum3022011, 493-502URL: http://hal.inria.fr/inria-00566223/enback to text
- 70 articleProgrammable aperture photography: multiplexed light field acquisition.ACM Trans. Graph.2732008, URL: http://doi.acm.org/10.1145/1360612.1360654DOIback to text
- 71 articleOnline Tracking of Outdoor Lighting Variations for Augmented Reality with Moving Cameras.IEEE Transactions on Visualization and Computer Graphics184March 2012, 573-580URL: http://hal.inria.fr/hal-00664943DOIback to textback to text
- 72 article3D TV: a scalable system for real-time acquisition, transmission, and autostereoscopic display of dynamic scenes.ACM Trans. Graph.2332004, 814-824URL: http://doi.acm.org/10.1145/1015706.1015805DOIback to textback to textback to text
- 73 articleA data-driven reflectance model.ACM Trans. Graph.2232003, 759-769URL: http://doi.acm.org/10.1145/882262.882343DOIback to text
- 74 inproceedingsAcquisition, Synthesis and Rendering of Bidirectional Texture Functions.Eurographics 2004, State of the Art Reports2004, 69-94back to text
- 75 inproceedingsExperimental Analysis of BRDF Models.Proc. Eurographics Symposium on Rendering (EGSR)2005, 117-226back to text
- 76 bookGeometrical Considerations and Nomenclature for Reflectance.National Bureau of Standards1977back to text
- 77 articleOptical computing for fast light transport analysis.ACM Trans. Graph.2962010back to text
- 78 articleVolumetric Vector-based Representation for Indirect Illumination Caching.J. Computer Science and Technology (JCST)2552010, 925-932URL: http://hal.inria.fr/inria-00505132/enDOIback to text
- 79 articleRational BRDF.IEEE Transactions on Visualization and Computer Graphics1811February 2012, 1824-1835URL: http://hal.inria.fr/hal-00678885DOIback to textback to textback to text
- 80 articleCompressive light transport sensing.ACM Trans. Graph.2812009back to text
- 81 articleMulticamera Real-Time 3D Modeling for Telepresence and Remote Collaboration.Int. J. digital multimedia broadcasting2010Article ID 247108, 12 pages2010, URL: http://hal.inria.fr/inria-00436467DOIback to text
- 82 articleOn the relationship between radiance and irradiance: determining the illumination from images of a convex Lambertian object.J. Opt. Soc. Am. A18102001, 2448-2459back to text
- 83 articleA first-order analysis of lighting, shading, and shadows.ACM Trans. Graph.2612007, URL: http://doi.acm.org/10.1145/1189762.1189764DOIback to textback to textback to text
- 84 bookComputational Photography: Mastering New Techniques for Lenses, Lighting, and Sensors.A K Peters/CRC Press2012back to text
- 85 bookHigh Dynamic Range Imaging: Acquisition, Display and Image-Based Lighting.2nd editionMorgan Kaufmann Publishers2010back to text
- 86 articlePocket reflectometry.ACM Trans. Graph.3042011back to text
- 87 articleArcheoTUI-Driving virtual reassemblies with tangible 3D interaction.J. Computing and Cultural Heritage322010, 1-13URL: http://hal.inria.fr/hal-00523688/enDOIback to text
- 88 articleThe zonal method for calculating light intensities in the presence of a participating medium.ACM SIGGRAPH Comput. Graph.2141987, 293-302URL: http://doi.acm.org/10.1145/37402.37436DOIback to text
- 89 inproceedingsA New Change of Variables for Efficient BRDF Representation.Proc. EGWR '981998, 11-22back to text
- 90 inproceedingsSpherical wavelets: efficiently representing functions on the sphere.Proc. ACM SIGGRAPHannual conference on Computer graphics and interactive techniques1995, 161-172URL: http://doi.acm.org/10.1145/218380.218439back to text
- 91 bookRadiosity and Global Illumination.Morgan Kaufmann Publishers1994back to text
- 92 articleFourier Depth of Field.ACM Transactions on Graphics2822009, URL: http://hal.inria.fr/inria-00345902DOIback to text
- 93 articleEfficient Glossy Global Illumination with Interactive Viewing.Computer Graphics Forum1912000, 13-25back to text
- 94 articleBarycentric Parameterizations for Isotropic BRDFs.IEEE Trans. Vis. and Comp. Graph.1122005, 126-138URL: http://dx.doi.org/10.1109/TVCG.2005.26back to text
- 95 bookVisual Perception from a Computer Graphics Perspective.A K Peters/CRC Press2011back to textback to text
- 96 articleAll-Frequency Precomputed Radiance Transfer Using Spherical Radial Basis Functions and Clustered Tensor Approximation.ACM Trans. Graph.2532006, 967-976back to text
- 97 articleRandom-Access Neural Compression of Material Textures.ACM Trans. Graph.424July 2023, 88:1--88:25URL: https://dl.acm.org/doi/10.1145/3592407DOIback to text
- 98 inproceedingsDynamic Stylized Shading Primitives.Proc. Int. Symposium on Non-Photorealistic Animation and Rendering (NPAR)ACM2011, 99-104URL: http://hal.inria.fr/hal-00617157/enback to textback to text
- 99 articleThe influence of shape on the perception of material reflectance.ACM Trans. Graph.2632007, URL: http://doi.acm.org/10.1145/1276377.1276473DOIback to text
- 100 inproceedingsMetropolis light transport.Proc. SIGGRAPH '97annual conference on Computer graphics and interactive techniquesACM/Addison-Wesley Publishing Co.1997, 65-76URL: http://doi.acm.org/10.1145/258734.258775back to text
- 101 articleSurface Flows for Image-based Shading Design.ACM Trans. Graph.3132012, URL: http://hal.inria.fr/hal-00702280back to textback to text
- 102 articleImproving Shape Depiction under Arbitrary Rendering.IEEE Trans. Visualization and Computer Graphics1782011, 1071-1081URL: http://hal.inria.fr/inria-00585144/enDOIback to textback to textback to text
- 103 articleLight warping for enhanced surface depiction.ACM Trans. Graph.283\it front cover2009, 25:1URL: http://doi.acm.org/10.1145/1531326.1531331DOIback to text
- 104 articleImplicit Brushes for Stylized Line-based Rendering.Comput. Graph. Forum302\bf 3\textsuperscript{rd} best paper award2011, 513-522URL: http://hal.inria.fr/inria-00569958/enDOIback to text
- 105 articleSoft Textured Shadow Volume.Comput. Graph. Forum2842009, 1111-1120URL: http://hal.inria.fr/inria-00390534/enback to text
- 106 miscGaMeS: Mesh-Based Adapting and Modification of Gaussian Splatting.arXiv:2402.01459 [cs]December 2024, URL: http://arxiv.org/abs/2402.01459DOIback to text
- 107 articleKernel Nyström method for light transport.ACM Trans. Graph.2832009back to text
- 108 articleAdaptive Shells for Efficient Neural Radiance Field Rendering.ACM Transactions on Graphics426December 2023, 1--15URL: https://dl.acm.org/doi/10.1145/3618390DOIback to text
- 109 articleReal-Time Neural Materials using Block-Compressed Features.Computer Graphics Forum432_eprint: https://onlinelibrary.wiley.com/doi/pdf/10.1111/cgf.150132024, e15013URL: https://onlinelibrary.wiley.com/doi/abs/10.1111/cgf.15013DOIback to text
- 110 articlePacket-based Hierarchical Soft Shadow Mapping.Comput. Graph. Forum2842009, 1121-1130URL: http://hal.inria.fr/inria-00390541/enback to text
- 111 articleReal-time Neural Appearance Models.ACM Transactions on Graphics433June 2024, 1--17URL: https://dl.acm.org/doi/10.1145/3659577DOIback to text