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2025Activity‌​‌ reportProject-TeamMAVERICK

RNSR:​​ 201221005J
  • Research center Inria​​​‌ Centre at Université Grenoble‌ Alpes
  • In partnership with:‌​‌CNRS, Université de Grenoble​​ Alpes
  • Team name: Models​​​‌ and Algorithms for Visualization‌ and Rendering
  • In collaboration‌​‌ with:Laboratoire Jean Kuntzmann​​ (LJK)

Creation of the​​​‌ Project-Team: 2014 January 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

  • A5.2.‌​‌ Data visualization
  • A5.5. Computer​​​‌ graphics
  • A5.5.1. Geometrical modeling​
  • A5.5.2. Rendering
  • A5.5.3. Computational​‌ photography
  • A5.5.4. Animation

Other​​ Research Topics and Application​​​‌ Domains

  • B5.5. Materials
  • B5.7.​ 3D printing
  • B9.2.2. Cinema,​‌ Television
  • B9.2.3. Video games​​
  • B9.2.4. Theater
  • B9.6.6. Archeology,​​​‌ History

1 Team members,​ visitors, external collaborators

Research​‌ Scientists

  • Fabrice Neyret [​​Team leader, CNRS​​​‌, Senior Researcher,​ HDR]
  • Nicolas Holzschuch​‌ [INRIA, Senior​​ Researcher, On partial​​​‌ secondment to the trade​ union CFDT Education-Formation Recherche​‌ Publiques, HDR]​​
  • Cyril Soler [INRIA​​​‌, Researcher, HDR​]

Faculty Members

  • Joelle​‌ Thollot [GRENOBLE INP​​, Professor, half​​​‌ Inria delegation until Aug​ 2025, HDR]​‌
  • Thibault Tricard [GRENOBLE​​ INP, Associate Professor​​​‌]
  • Romain Vergne [​UGA, Associate Professor​‌]

PhD Students

  • Ambre​​ Adjevi-Neglokpe [UGA]​​​‌
  • Patrick Attimont [UGA​, from Oct 2025​‌]
  • Mohamed Amine Farhat​​ [UGA, until​​​‌ Jun 2025]
  • Pacome​ Luton [UGA]​‌
  • Matheo Moinet [UGA​​]
  • Antoine Richermoz [​​​‌INRIA, from Oct​ 2025]
  • Antoine Richermoz​‌ [UGA, until​​ Sep 2025]
  • Ran​​​‌ Yu [OCV Chambéry​ International, CIFRE]​‌

Interns and Apprentices

  • Elodie​​ Arock [GRENOBLE INP​​​‌, Intern, from​ May 2025 until Jul​‌ 2025]
  • Patrick Attimont​​ [UGA, Intern​​​‌, from Mar 2025​ until Aug 2025]​‌
  • Felix Clavel [GRENOBLE​​ INP, from May​​​‌ 2025 until Jul 2025​]
  • Malo Desgagny [​‌UGA, Intern,​​ from May 2025 until​​​‌ Jun 2025]
  • Maxence​ Doktorcik [UGA,​‌ Intern, until Jun​​ 2025]
  • Aurelie Gillot​​​‌ [UGA, Intern​, from Feb 2025​‌ until Aug 2025]​​
  • Hasni Pelletier [UGA​​​‌, Intern, until​ Jan 2025]
  • Thilen​‌ Savignon [INRIA,​​ Intern, from Feb​​​‌ 2025 until Jun 2025​]

Administrative Assistant

  • Diane​‌ Courtiol [INRIA]​​

External Collaborators

  • Nolan Mestres​​​‌ [Auto-entrepreneur]
  • Arthur​ Novat [Atelier Pierre​‌ Novat, until Aug​​ 2025]

2 Overall​​​‌ objectives

Computer-generated pictures and​ videos are now ubiquitous:​‌ both for leisure activities,​​ such as special effects​​​‌ in motion pictures, feature​ movies and video games,​‌ or for more “serious”​​ activities, such as visualization​​​‌ and simulation.

Maverick was​ created as a research​‌ team in January 2012​​ and upgraded as a​​​‌ research project in January​ 2014. We deal with​‌ image synthesis methods. We​​ place ourselves at the​​​‌ end of the image​ production pipeline, when the​‌ pictures are generated and​​ displayed (see Figure 1​​​‌). We take many​ possible inputs: datasets, video​‌ flows, pictures and photographs,​​ (animated) geometry from a​​​‌ virtual world... We produce​ as output pictures and​‌ videos.

These pictures will​​ be viewed by humans,​​​‌ and we consider this​ fact as an important​‌ point of our research​​ strategy, as it provides​​​‌ the benchmarks for evaluating​ our results: the pictures​‌ and animations produced must​​ be able to convey​​​‌ the message to the​ viewer. The actual message​‌ depends on the specific​​ application: data visualization, exploring​​ virtual worlds, designing paintings​​​‌ and drawings... Our vision‌ is that all these‌​‌ applications share common research​​ problems: ensuring that the​​​‌ important features are perceived,‌ avoiding cluttering or aliasing,‌​‌ efficient internal data representation,​​ etc.

Computer Graphics, and​​​‌ especially Maverick, is at‌ the crossroad between fundamental‌​‌ research and industrial applications.​​ We are both looking​​​‌ at the constraints and‌ needs of applicative users‌​‌ and targeting long term​​ research issues such as​​​‌ sampling and filtering.

Figure 1

Position‌ of the team in‌​‌ the graphics pipeline

Figure​​ 1: Position of​​​‌ the Maverick research team‌ inside the graphics pipeline.‌​‌

The Maverick project-team aims​​ at producing representations and​​​‌ algorithms for efficient, high-quality‌ computer generation of pictures‌​‌ and animations through the​​ study of four research​​​‌ problems:

  • Computer Visualization‌, where we take‌​‌ as input a large​​ localized dataset and represent​​​‌ it in a way‌ that will let an‌​‌ observer understand its key​​ properties.
  • Expressive Rendering,​​​‌ where we create an‌ artistic representation of a‌​‌ virtual world.
  • Illumination Simulation​​, where our focus​​​‌ is modelling the interaction‌ of light with the‌​‌ objects in the scene.​​
  • Complex Scenes, where​​​‌ our focus is rendering‌ and modelling highly complex‌​‌ scenes.

The heart of​​ Maverick is understanding what​​​‌ makes a picture useful,‌ powerful and interesting for‌​‌ the user, and designing​​ algorithms to create these​​​‌ pictures.

We will address‌ these research problems through‌​‌ three interconnected approaches:

  • working​​ on the impact of​​​‌ pictures, by conducting perceptual‌ studies, measuring and removing‌​‌ artefacts and discontinuities, evaluating​​ the user response to​​​‌ pictures and algorithms.
  • developing‌ representations for data, through‌​‌ abstraction, stylization and simplification.​​
  • developing new methods for​​​‌ predicting the properties of‌ a picture (e.g.‌​‌ frequency content, variations) and​​ adapting our image-generation algorithm​​​‌ to these properties.

A‌ fundamental element of the‌​‌ Maverick project-team is that​​ the research problems and​​​‌ the scientific approaches are‌ all cross-connected. Research on‌​‌ the impact of pictures​​ is of interest in​​​‌ three different research problems:‌ Computer Visualization, Expressive‌​‌ rendering and Illumination Simulation​​. Similarly, our research​​​‌ on Illumination simulation will‌ gather contributions from all‌​‌ three scientific approaches: impact,​​ representations and prediction.

3​​​‌ Research program

The Maverick‌ project-team aims at producing‌​‌ representations and algorithms for​​ efficient, high-quality computer generation​​​‌ of pictures and animations‌ through the study of‌​‌ four research problems:​​

  • Computer Visualization where we​​​‌ take as input a‌ large localized dataset and‌​‌ represent it in a​​ way that will let​​​‌ an observer understand its‌ key properties. Visualization can‌​‌ be used for data​​ analysis, for the results​​​‌ of a simulation, for‌ medical imaging data...
  • Expressive‌​‌ Rendering, where we​​ create an artistic representation​​​‌ of a virtual world.‌ Expressive rendering corresponds to‌​‌ the generation of drawings​​ or paintings of a​​​‌ virtual scene, but also‌ to some areas of‌​‌ computational photography, where the​​ picture is simplified in​​​‌ specific areas to focus‌ the attention.
  • Illumination Simulation‌​‌, where we model​​ the interaction of light​​​‌ with the objects in‌ the scene, resulting in‌​‌ a photorealistic picture of​​​‌ the scene. Research include​ improving the quality and​‌ photorealism of pictures, including​​ more complex effects such​​​‌ as depth-of-field or motion-blur.​ We are also working​‌ on accelerating the computations,​​ both for real-time photorealistic​​​‌ rendering and offline, high-quality​ rendering.
  • Complex Scenes,​‌ where we generate, manage,​​ animate and render highly​​​‌ complex scenes, such as​ natural scenes with forests,​‌ rivers and oceans, but​​ also large datasets for​​​‌ visualization. We are especially​ interested in interactive visualization​‌ of complex scenes, with​​ all the associated challenges​​​‌ in terms of processing​ and memory bandwidth.

The​‌ fundamental research interest of​​ Maverick is first, understanding​​​‌ what makes a picture​ useful, powerful and interesting​‌ for the user, and​​ second designing algorithms to​​​‌ create and improve these​ pictures.

3.1 Research approaches​‌

We will address these​​ research problems through three​​​‌ interconnected research approaches:

Picture​ Impact

Our first research​‌ axis deals with the​​ impact pictures have on​​​‌ the viewer, and how​ we can improve this​‌ impact. Our research here​​ will target:

  • evaluating user​​​‌ response: we need to​ evaluate how the viewers​‌ respond to the pictures​​ and animations generated by​​​‌ our algorithms, through user​ studies, either asking the​‌ viewer about what he​​ perceives in a picture​​​‌ or measuring how his​ body reacts (eye tracking,​‌ position tracking).
  • removing artefacts​​ and discontinuities: temporal and​​​‌ spatial discontinuities perturb viewer​ attention, distracting the viewer​‌ from the main message.​​ These discontinuities occur during​​​‌ the picture creation process;​ finding and removing them​‌ is a difficult process.​​

Data Representation

The data​​​‌ we receive as input​ for picture generation is​‌ often unsuitable for interactive​​ high-quality rendering: too many​​​‌ details, no spatial organization...​ Similarly the pictures we​‌ produce or get as​​ input for other algorithms​​​‌ may contain superfluous details.​

One of our goals​‌ is to develop new​​ data representations, adapted to​​​‌ our requirements for rendering.​ This includes fast access​‌ to the relevant information,​​ but also access to​​​‌ the specific hierarchical level​ of information needed: we​‌ want to organize the​​ data in hierarchical levels,​​​‌ pre-filter it so that​ sampling at a given​‌ level also gives information​​ about the underlying levels.​​​‌ Our research for this​ axis includes filtering, data​‌ abstraction, simplification and stylization.​​

The input data can​​​‌ be of any kind:​ geometric data, such as​‌ the model of an​​ object, scientific data before​​​‌ visualization, pictures and photographs.​ It can be time-dependent​‌ or not; time-dependent data​​ bring an additional level​​​‌ of challenge on the​ algorithm for fast updates.​‌

Prediction and simulation

Our​​ algorithms for generating pictures​​​‌ require computations: sampling, integration,​ simulation... These computations can​‌ be optimized if we​​ already know the characteristics​​​‌ of the final picture.​ Our recent research has​‌ shown that it is​​ possible to predict the​​​‌ local characteristics of a​ picture by studying the​‌ phenomena involved: the local​​ complexity, the spatial variations,​​​‌ their orientation...

Our goal​ is to develop new​‌ techniques for predicting the​​ properties of a picture,​​​‌ and to adapt our​ image-generation algorithms to these​‌ properties, for example by​​ sampling less in areas​​ of low variation.

Our​​​‌ research problems and approaches‌ are all cross-connected. Research‌​‌ on the impact of​​ pictures is of interest​​​‌ for three different research‌ problems: Computer Visualization,‌​‌ Expressive rendering and Illumination​​ Simulation. Similarly, our​​​‌ research on Illumination simulation‌ will use all three‌​‌ research approaches: impact, representations​​ and prediction.

3.2 Cross-cutting​​​‌ research issues

Beyond the‌ connections between our problems‌​‌ and research approaches, we​​ are interested in several​​​‌ issues, which are present‌ throughout all our research:‌​‌

  • Sampling:
    is an ubiquitous​​ process occurring in all​​​‌ our application domains, whether‌ photorealistic rendering (e.g.‌​‌ photon mapping), expressive rendering​​ (e.g. brush strokes),​​​‌ texturing, fluid simulation (Lagrangian‌ methods), etc. When sampling‌​‌ and reconstructing a signal​​ for picture generation, we​​​‌ have to ensure both‌ coherence and homogeneity. By‌​‌ coherence, we mean​​ not introducing spatial or​​​‌ temporal discontinuities in the‌ reconstructed signal. By homogeneity‌​‌, we mean that​​ samples should be placed​​​‌ regularly in space and‌ time. For a time-dependent‌​‌ signal, these requirements are​​ conflicting with each other,​​​‌ opening new areas of‌ research.
  • Filtering:
    is another‌​‌ ubiquitous process, occuring in​​ all our application domains,​​​‌ whether in realistic rendering‌ (e.g. for integrating‌​‌ height fields, normals, material​​ properties), expressive rendering (​​​‌e.g. for simplifying strokes),‌ textures (through non-linearity and‌​‌ discontinuities). It is especially​​ relevant when we are​​​‌ replacing a signal or‌ data with a lower‌​‌ resolution (for hierarchical representation);​​ this involves filtering the​​​‌ data with a reconstruction‌ kernel, representing the transition‌​‌ between levels.
  • Performance and​​ scalability:
    are also a​​​‌ common requirement for all‌ our applications. We want‌​‌ our algorithms to be​​ usable, which implies that​​​‌ they can be used‌ on large and complex‌​‌ scenes, placing a great​​ importance on scalability. For​​​‌ some applications, we target‌ interactive and real-time applications,‌​‌ with an update frequency​​ between 10 Hz and​​​‌ 120 Hz.
  • Coherence and‌ continuity:
    in space and‌​‌ time is also a​​ common requirement of realistic​​​‌ as well as expressive‌ models which must be‌​‌ ensured despite contradictory requirements.​​ We want to avoid​​​‌ flickering and aliasing.
  • Animation:‌
    our input data is‌​‌ likely to be time-varying​​ (e.g. animated geometry,​​​‌ physical simulation, time-dependent dataset).‌ A common requirement for‌​‌ all our algorithms and​​ data representation is that​​​‌ they must be compatible‌ with animated data (fast‌​‌ updates for data structures,​​ low latency algorithms...).

3.3​​​‌ Methodology

Our research is‌ guided by several methodological‌​‌ principles:

  • Experimentation:
    to find​​ solutions and phenomenological models,​​​‌ we use experimentation, performing‌ statistical measurements of how‌​‌ a system behaves. We​​ then extract a model​​​‌ from the experimental data.‌
  • Validation:
    for each algorithm‌​‌ we develop, we look​​ for experimental validation: measuring​​​‌ the behavior of the‌ algorithm, how it scales,‌​‌ how it improves over​​ the state-of-the-art... We also​​​‌ compare our algorithms to‌ the exact solution. Validation‌​‌ is harder for some​​ of our research domains,​​​‌ but it remains a‌ key principle for us.‌​‌
  • Reducing the complexity of​​ the problem:
    the equations​​​‌ describing certain behaviors in‌ image synthesis can have‌​‌ a large degree of​​​‌ complexity, precluding computations, especially​ in real time. This​‌ is true for physical​​ simulation of fluids, tree​​​‌ growth, illumination simulation... We​ are looking for emerging​‌ phenomena and phenomenological models​​ to describe them (see​​​‌ framed box “Emerging phenomena”).​ Using these, we simplify​‌ the theoretical models in​​ a controlled way, to​​​‌ improve user interaction and​ accelerate the computations.
  • Transferring​‌ ideas from other domains:​​
    Computer Graphics is, by​​​‌ nature, at the interface​ of many research domains:​‌ physics for the behavior​​ of light, applied mathematics​​​‌ for numerical simulation, biology,​ algorithmics... We import tools​‌ from all these domains,​​ and keep looking for​​​‌ new tools and ideas.​
  • Develop new fondamental tools:​‌
    In situations where specific​​ tools are required for​​​‌ a problem, we will​ proceed from a theoretical​‌ framework to develop them.​​ These tools may in​​​‌ return have applications in​ other domains, and we​‌ are ready to disseminate​​ them.
  • Collaborate with industrial​​​‌ partners:
    we have a​ long experience of collaboration​‌ with industrial partners. These​​ collaborations bring us new​​​‌ problems to solve, with​ short-term or medium-term transfer​‌ opportunities. When we cooperate​​ with these partners, we​​​‌ have to find what​ they need, which​‌ can be very different​​ from what they want​​​‌, their expressed need.​

4 Application domains

The​‌ natural application domain for​​ our research is the​​​‌ production of digital images,​ for example for movies​‌ and special effects, virtual​​ prototyping, video games... Our​​​‌ research have also been​ applied to tools for​‌ generating and editing images​​ and textures, for example​​​‌ generating textures for maps.​ Our current application domains​‌ are:

  • Offline and real-time​​ rendering in movie special​​​‌ effects and video games;​
  • Virtual prototyping;
  • Scientific visualization;​‌
  • Content modeling and generation​​ (e.g. generating texture for​​​‌ video games, capturing reflectance​ properties, etc);
  • Image creation​‌ and manipulation.

5 Social​​ and environmental responsibility

While​​​‌ research in the Maverick​ team generaly involves significantly​‌ greedy computer hardware (e.g.​​ 1 Tera-flop graphics cards)​​​‌ and heavy computations, the​ objective of most work​‌ in the Maverick team​​ is the improvement of​​​‌ the performance of algorithms​ or to create new​‌ methods to obtain results​​ at a lower computation​​​‌ cost.

6 Highlights of​ the year

6.1 Awards​‌

Our paper on spectral​​ theory of light transport​​​‌ 3 is the culmination​ of several years of​‌ research and illustrates a​​ fruitful long-term collaboration with​​​‌ University of Edinburgh.

7​ Latest software developments, platforms,​‌ open data

7.1 Latest​​ software developments

7.1.1 LavaCake​​​‌

  • Name:
    LavaCake
  • Keywords:
    Vulkan,​ 3D, 3D rendering
  • Functional​‌ Description:
    LavaCake is an​​ Open Source framework that​​​‌ aims to simplify using​ Vulkan in C++ for​‌ rapid prototyping. This framework​​ provides multiple functions to​​​‌ help the manipulation of​ the usual Vulkan structure​‌ such as queue, command​​ buffer, render pass, shader​​​‌ module, and many more.​
  • URL:
  • Contact:
    Thibault​‌ Tricard

7.1.2 shaderV3

  • Keywords:​​
    3D, Vulkan, GPU, 3D​​​‌ rendering
  • Functional Description:
    ShaderV​ is an Open Source​‌ framework that aims to​​ simplify using Vulkan in​​​‌ C++ for rapid prototyping.​
  • URL:
  • Contact:
    Antoine​‌ Richermoz
  • Partner:
    LJK

7.1.3​​ HQR

  • Name:
    High Quality​​ Renderer
  • Keywords:
    Lighting simulation,​​​‌ Materials, Plug-in
  • Functional Description:‌
    HQR is a global‌​‌ lighting simulation platform. It​​ provides algorithms for handling​​​‌ materials, geometry and light‌ sources, accepting various industry‌​‌ formats by default. It​​ also provides algorithms for​​​‌ solving light transport simulation‌ problems such as photon‌​‌ mapping, metropolis light transport​​ and bidirectional path tracing.​​​‌ Using a plugin system‌ it allows users to‌​‌ implement their own parts,​​ allowing researchers to test​​​‌ new algorithms for specific‌ tasks.
  • URL:
  • Contact:‌​‌
    Cyril Soler
  • Participant:
    Cyril​​ Soler

7.1.4 libylm

  • Name:​​​‌
    LibYLM
  • Keyword:
    Spherical harmonics‌
  • Functional Description:
    This library‌​‌ implements spherical and zonal​​ harmonics. It provides the​​​‌ means to perform decompositions,‌ manipulate spherical harmonic distributions‌​‌ and provides its own​​ viewer to visualize spherical​​​‌ harmonic distributions.
  • URL:
  • Contact:
    Cyril Soler

7.1.5‌​‌ iOS_system

  • Keyword:
    IOS
  • Functional​​ Description:

    From a programmer​​​‌ point of view, iOS‌ behaves almost as a‌​‌ BSD Unix. Most existing​​ OpenSource programs can be​​​‌ compiled and run on‌ iPhones and iPads. One‌​‌ key exception is that​​ there is no way​​​‌ to call another program‌ (system() or fork()/exec()). This‌​‌ library fills the gap,​​ providing an emulation of​​​‌ system() and exec() through‌ dynamic libraries and an‌​‌ emulation of fork() using​​ threads.

    While threads can​​​‌ not provide a perfect‌ replacement for fork(), the‌​‌ result is good enough​​ for most usage, and​​​‌ open-source programs can easily‌ be ported to iOS‌​‌ with minimal efforts. Examples​​ of softwares ported using​​​‌ this library include TeX,‌ Python, Lua and llvm/clang.‌​‌

  • Release Contributions:
    This version​​ makes iOS_system available as​​​‌ Swift Packages, making the‌ integration in other projects‌​‌ easier.
  • URL:
  • Contact:​​
    Nicolas Holzschuch

7.1.6 Carnets​​​‌ for Jupyter

  • Keywords:
    IOS,‌ Python
  • Functional Description:
    Jupyter‌​‌ notebooks are a very​​ convenient tool for prototyping,​​​‌ teaching and research. Combining‌ text, code snippets and‌​‌ the result of code​​ execution, they allow users​​​‌ to write down ideas,‌ test them, share them.‌​‌ Jupyter notebooks usually require​​ connection to a distant​​​‌ server, and thus a‌ stable network connection, which‌​‌ is not always possible​​ (e.g. for field trips,​​​‌ or during transport). Carnets‌ runs both the server‌​‌ and the client locally​​ on the iPhone or​​​‌ iPad, allowing users to‌ create, edit and run‌​‌ Jupyter notebooks locally.
  • URL:​​
  • Contact:
    Nicolas Holzschuch​​​‌

7.1.7 a-Shell

  • Keywords:
    IOS,‌ Smartphone
  • Functional Description:
    a-Shell‌​‌ is a terminal emulator​​ for iOS. It behaves​​​‌ like a Unix terminal‌ and lets the user‌​‌ run commands. All these​​ commands are executed locally,​​​‌ on the iPhone or‌ iPad. Commands available include‌​‌ standard terminal commands (ls,​​ cp, rm, mkdir, tar,​​​‌ nslookup...) but also programming‌ languages such as Python,‌​‌ Lua, C and C++.​​ TeX is also available.​​​‌ Users familiar with Unix‌ tools can run their‌​‌ favorite commands on their​​ mobile device, on the​​​‌ go, without the need‌ for a network connection.‌​‌
  • URL:
  • Contact:
    Nicolas​​ Holzschuch

7.1.8 GRATIN

  • Keywords:​​​‌
    GLSL Shaders, Vector graphics,‌ Texture Synthesis
  • Functional Description:‌​‌
    Gratin is a node-based​​ compositing software for creating,​​​‌ manipulating and animating 2D‌ and 3D data. It‌​‌ uses an internal direct​​​‌ acyclic multi-graph and provides​ an intuitive user interface​‌ that allows to quickly​​ design complex prototypes. Gratin​​​‌ has several properties that​ make it useful for​‌ researchers and students. (1)​​ it works in real-time:​​​‌ everything is executed on​ the GPU, using OpenGL,​‌ GLSL and/or Cuda. (2)​​ it is easily programmable:​​​‌ users can directly write​ GLSL scripts inside the​‌ interface, or create new​​ C++ plugins that will​​​‌ be loaded as new​ nodes in the software.​‌ (3) all the parameters​​ can be animated using​​​‌ keyframe curves to generate​ videos and demos. (4)​‌ the system allows to​​ easily exchange nodes, group​​​‌ of nodes or full​ pipelines between people.
  • URL:​‌
  • Contact:
    Romain Vergne​​
  • Participants:
    Pascal Barla, Romain​​​‌ Vergne
  • Partner:
    UJF

7.2​ Open data

We made​‌ available the source code​​ and the data required​​​‌ to reproduce the result​ from our article "Real-time​‌ rendering of animated meshless​​ representations" 5 on github.​​​‌

8 New results

8.1​ Real-Time Rendering of Complex​‌ Scenes

8.1.1 GigaVoxels 2.0​​

Participants: Fabrice Neyret,​​​‌ Antoine Richermoz.

During​ the PhD thesis of​‌ Cyril Crassin (2007-11, now​​ at nVidia Research) and​​​‌ after we developed (and​ distributed) the GigaVoxels platform​‌ (gigavoxels.inria.fr) allowing​​ the realtime quality walkthrough​​​‌ in extremely larged and​ detailled voxel data. It​‌ heavily relies on the​​ GPU, with hierarchical data​​​‌ produced and then cached​ on the fly on​‌ demand by the ray-marcher​​ when a new region​​​‌ get visible, or required​ at a higher resolution.​‌ Still, the limited management​​ of concurent tasks at​​​‌ the time, plus the​ complex treatment of tile​‌ borders at rendering and​​ recollection of necessary information​​​‌ to produce new data,​ induced far from optimal​‌ coverage of the full​​ GPU power and many​​​‌ synchronisations CPU side.

Figure 2

Figures​

Figure 2: Non-empty​‌ bricks of LOD corresponding​​ to voxel size ≈​​​‌ pixel size are generated​ on demand and kept​‌ in a cache, so​​ that the necessary memory​​​‌ is bounded even in​ flyover infinite worlds. On​‌ the fly production of​​ missing bricks allows seamless​​​‌ real-time flyover ultra large​ and detailed scenes.

In​‌ his PhD, Antoine Richermoz​​ revisit the problem with​​​‌ the availability of new​ tools: CUDA streams and​‌ graphs, Sparse textures, RayTracing​​ Cores + the ability​​​‌ to relaunch tasks from​ tasks, etc. In particular,​‌ we developed a new​​ model exploiting Dynamic Parallelism​​​‌ where ray-rendering tasks can​ directly launch voxel production​‌ tasks at missing tiles,​​ and those re-launch ray-tasks​​​‌ once completed. This allows​ to almost totally suppress​‌ the times of SM​​ starvation that was occuring​​​‌ in the previous model​ due to synchronisation between​‌ globally alterning task, especially​​ at the end of​​​‌ the frame where only​ small rendering and production​‌ tasks are emitted.

This​​ year we focused on​​​‌ the data structure aspect,​ which has to host​‌ our dynamically produced voxels​​ blocks. In particular we​​​‌ studied the properties of​ the hardware support of​‌ virtual textures (hardware Sparse​​ Textures) allowing to manage​​​‌ individually sub-tiles so as​ to compress empty space​‌ and to dynamically load​​ local content on demand.​​ We could see that​​​‌ not only the performances‌ are surprising low –‌​‌ typically for allowing blocks​​ –, slower than software​​​‌ implementation, but also very‌ variable depending on GPU,‌​‌ OS, driver. We then​​ conducted an in-depth bench​​​‌ and comparison with software‌ implementation. The result was‌​‌ published as a techReport​​ 6.

compared parallelism​​​‌ scheme; compared SMs timelines‌ using our viewer.

Figure‌​‌ 3: Compared parallelism​​ scheme; compared SMs timelines​​​‌ using our viewer.

8.1.2‌ Fast rendering of large‌​‌ and detailled procedural world​​

Participants: Fabrice Neyret,​​​‌ Mathéo Moinet.

Large‌ and detailled scenes potentially‌​‌ requires a huge amount​​ of data to specify,​​​‌ build, store, load to‌ GPU and render. Even‌​‌ the Gigavoxels approach above​​ still requires large storage​​​‌ in GPU memory, and‌ animation would require regenerating‌​‌ the data, invalidating the​​ cache. Oppositely, procedural methods​​​‌ describe objects or scenes‌ as mathematical constructions, requiring‌​‌ zero storage and only​​ high-level specification by the​​​‌ user. In particular, FBM‌ noises such as Perlin‌​‌ noise allows infinite amount​​ of details, and hypertextures​​​‌ allows to enrich SDF-defined‌ shapes in fractal details.‌​‌ But fractal noise is​​ very costly to evaluate,​​​‌ especially with large range‌ of scales. Worse: with‌​‌ 3D ray-marching, each step​​ in depth counts such​​​‌ that empty areas in‌ front and between objects‌​‌ yield prohibitive cost. Sphere​​ marching techniques allow to​​​‌ do large steps to‌ skip the voids when‌​‌ knowing the distance (SDF)​​ to objects, but we​​​‌ don't have an efficient‌ one for FBM, plus‌​‌ this technics still cause​​ uselessly small steps near​​​‌ silhouettes and behind objects.‌

In his PhD, Mathéo‌​‌ Moinet revisited the previous​​ work on SDF sphere​​​‌ marching to apply it‌ to FBM. Indeed, decomposing‌​‌ the fractal noise of​​ FBM allows to build​​​‌ an implicit hierarchy of‌ bounding volumes of increased‌​‌ complexity and cost. Lazzy​​ evaluation of this structure​​​‌ allows early-stop of the‌ large-to small fractal sum‌​‌ as soon as we​​ can predict 0-density threshold​​​‌ can't be reached, reducing‌ computational cost. Exploiting this‌​‌ broad-to-detailed evaluation additionaly allows​​ for much bigger steps​​​‌ when far from objects,‌ rather than previous overly‌​‌ conservative small steps everywhere.​​ Relying on higher order​​​‌ in Taylor series further‌ improves this, and the‌​‌ gradient allows to not​​ be deceived by silhouette​​​‌ proximity or behind objects.‌ All together, we could‌​‌ get a 12 folds​​ speedup compare to the​​​‌ naive approach (still relying‌ on bounding box). Note‌​‌ that the methods applies​​ on opaque and transparent​​​‌ objects, still or animated.‌ This lead to a‌​‌ CGF paper 2 presented​​ at Eurographics 2025.

Visual‌​‌ summary of our work​​ on bounding hierarchy

Figure​​​‌ 4: Visual summary‌ of our work on‌​‌ bounding hierarchy

8.1.3 Embeding​​ complex data in rasterizable​​​‌ proxy

Participants: Pacôme Luton‌, Fabrice Neyret,‌​‌ Thibault Tricard.

In​​​‌ 2025 we published an​ article 5 in which​‌ we proposed a method​​ to render animated meshless​​​‌ shape in real-time using​ the rasterization pipeline. To​‌ do so we embed​​ our meshless shapes into​​​‌ tetrahedral cage , we​ animate the tetrahedral cage​‌ using linear blend skinning​​ (a traditional approcha for​​​‌ animating geometry), then we​ render the tetrahedons using​‌ our previous work 9​​ while propagating the animation​​​‌ of the vertices to​ the mehsless shape. This​‌ allows for realtime rendering​​ of animated shape that​​​‌ can be arbitrarily complex.​ In our article, we​‌ demonstrate this by animating​​ Signed Distance Fields (SDF),​​​‌ Voxels, and a mix​ of both representation, within​‌ the rasterization pipeline in​​ real time (more than​​​‌ 60 frames per second).​ This paper was presented​‌ at High-Performance Graphics 2025.​​

Figure 5

Left to right:​​​‌ Voxel model in rest​ pose space. Tetrahedral cage​‌ animated with linear blend​​ skinning. Voxel model implicitly​​​‌ animated using our method​ (3.2 ms at 1920​‌×1080). Complex SDF​​ animated by our method​​​‌ (13.8 ms - see​ supplementary video). For visualization​‌ purposes, we use coarse​​ voxels and tetrahedra.

Figure​​​‌ 5: Left to​ right: Voxel model​‌ in rest pose space.​​ Tetrahedral cage animated with​​​‌ linear blend skinning. Voxel​ model implicitly animated using​‌ our method (3.2 ms​​ at 1920×1080).​​​‌ Complex SDF animated by​ our method (13.8 ms​‌ - see supplementary video).​​ For visualization purposes, we​​​‌ use coarse voxels and​ tetrahedra.

8.2 Light Transport​‌ Simulation

8.2.1 Spectral Theory​​ of Light Transport Operators​​​‌

Participants: Cyril Soler,​ Patrick Attimont.

As​‌ a sensible follow up​​ to our 2022 Siggraph​​​‌ paper on the compactess​ of light transport operators​‌ we investigated the structure​​ of the spectrum of​​​‌ these operators as well​ as links between their​‌ eigenelements and paths integrals.​​ While compact operators usually​​​‌ have a simple spectrum,​ non compact ones may​‌ show any kind of​​ structure. We published a​​​‌ paper at ACM Transactions​ on Graphics (TOG) 3​‌ that establishes very original​​ results, taking inspiration from​​​‌ the theory of non​ self-adjoint operators, the operator​‌ formulation of light transport,​​ and Monte-Carlo methods for​​​‌ linear operations on large​ matrices. This work was​‌ done during a long-term​​ collaboration with University of​​​‌ Edinburgh (K.Subr). On Figure​ 6 below we show​‌ eigenvalues and eigenfunctions of​​ the local reflectance operator​​​‌ for various materials.

Figure 6

Figure​ showing the eigenfunctions of​‌ a 3 different materials​​ from the MERL database.​​​‌

Figure 6: Top:​ Point-spectrum of some reflectance​‌ operators from the MERL​​ database. Bottom: eigenfunctions 0,​​​‌ 6 and 20 of​ the gold-paint material, computed​‌ by projecting the BRDF​​ onto a basis of​​​‌ spherical harmonics up to​ degree 30 (green means​‌ negative). As theory predicts,​​ only the first eigenfunction​​​‌ has constant sign.

We're​ currently pursuing our investigations​‌ on this topic (A​​ PhD was started in​​​‌ sept. 2025 by P.Attimont).​ In particular we're interested​‌ into developping new methods​​ for solving light transport​​​‌ equations that would not​ be using Neumann series​‌ thereby openning the way​​ to more general light​​ transport problems such as​​​‌ those involved in the‌ calculation of the resolvent‌​‌ of the light transport​​ operator.

8.2.2 Practical models​​​‌ for the reflectance properties‌ of fiber materials

Participants:‌​‌ Ran Yu, Cyril​​ Soler.

Mme Ran​​​‌ Yu is on second‌ year of her Cifre‌​‌ PhD in collaboration with​​ Owens Corning (Chambéry). She​​​‌ is working on the‌ modeling of the reflectance‌​‌ of nonwoven fiber materials.​​

Her work involves measuring​​​‌ and predicting the properties‌ of complex materials made‌​‌ of intricate glass fiber​​ layers, through multiple approaches​​​‌ including explicit calculation using‌ path tracing, with the‌​‌ purpose of developing new​​ statistical and empirical models​​​‌ of reflectance on these‌ materials.

We're currently working‌​‌ on a future publication​​ that compares BRDF reconstruction​​​‌ methods for converting goniometer-based‌ measurements into full spherical‌​‌ functions. Figure 7 below​​ shows such measured data​​​‌ with linear interpolation.

Figure 7

This‌ image depicts eigenfunctions of‌​‌ the reflectance operator for​​ different materials of the​​​‌ MERL (Misubishi Electric Reflectance‌ Library) database.

Figure 7‌​‌: Single slice of​​ the measurement result for​​​‌ the DSF of a‌ fiber material obtained using‌​‌ a gonioreflectometer (intelluctual property​​ of Owens Corning Inc.).​​​‌

8.3 Expressive rendering

8.3.1‌ micmap project

Participants: Nolan‌​‌ Mestre, Arthur Novat​​, Romain Vergne,​​​‌ Joëlle Thollot.

micmap‌ is a startup creation‌​‌ project following Nolan Mestres​​ Ph.D. thesis and a​​​‌ long-standing informal collaboration with‌ Arthur Novat (Atelier Novat).‌​‌ This project has won​​ the out of labs​​​‌ challenge (SATT Linksium) in‌ 2021. It has then‌​‌ been funded by the​​ SATT from October 2022​​​‌ to May 2023 and‌ has been funded by‌​‌ Inria Startup Studio starting​​ from June 1st, 2023​​​‌ to May 2024. micmap‌ also reveived a BPI‌​‌ France BFTlabs fund of​​ 120k€ in 2024 and​​​‌ a PUI fit'innov grant‌ of 60k€ in 2025.‌​‌

The micmap team is​​ composed of 3 Maverick​​​‌ members (Nolan Mestres, Joelle‌ Thollot, and Romain Vergne)‌​‌ and 2 external collaborators​​ (Yann Boulanger and Arthur​​​‌ Novat). The goal of‌ the project is to‌​‌ create stylized panorama maps​​ (Figure 8) for​​​‌ tourist agencies, mountain operators,‌ and local authorities.

The‌​‌ project is currently in​​ its maturation phase, combining​​​‌ R&D, market, and economy‌ studies. The goal is‌​‌ to create the company​​ in March 2026 as​​​‌ a SCOP (cooperative society).‌

Figure 8

Ski map of les‌​‌ portes du Mont-Blanc -​​ ©micmap 2025.

Figure 8​​​‌: Ski map of‌ les portes du Mont-Blanc‌​‌ - ©micmap 2025.

8.3.2​​ Controllable motion lines generation​​​‌ for an abstracted depiction‌ of 3D motion

Participants:‌​‌ Amine Farhat, Alexandre​​ Bleron, Romain Vergne​​​‌, Joëlle Thollot.‌

Motion lines are an‌​‌ essential tool in illustration​​ and animation for conveying​​​‌ and enhancing the perceived‌ movement of an object.‌​‌ In this paper, we​​ propose a user-guided method​​​‌ to generate such lines‌ on top of a‌​‌ rendered 3D scene. Our​​ method is flexible enough​​​‌ to accommodate a variety‌ of line styles, and‌​‌ allows the depiction of​​ complex composite movements in​​​‌ an intuitive way, by‌ granting the user the‌​‌ ability to portray individual​​​‌ motion components using separate​ sets of lines, as​‌ is often done in​​ traditional animation.

Our method​​​‌ takes as input the​ rendered 3D object and​‌ its movement, represented as​​ a hierarchy of transforms​​​‌ varying over time. Users​ specify a subset of​‌ those transforms which represents​​ the movement to be​​​‌ depicted, and an anchor​ point on the object​‌ to guide the placement​​ of the lines. From​​​‌ this, our algorithm generates​ a 3D "ribbon", a​‌ parametrized swept surface evolving​​ over time which acts​​​‌ as a support for​ rendering motion effects which​‌ are coherent with the​​ movement selected by the​​​‌ user. We show how​ this ribbon and its​‌ parametrization can then be​​ used to draw motion​​​‌ lines with controllable lengths,​ placement, density, and appearance​‌ (see Figure 9).​​

This work has been​​​‌ published in Computers and​ Graphics'2025 1 and Amine​‌ Farhat defended his PhD​​ in July 2025.

Figure 9

Controllable​​​‌ motion lines generation for​ an abstracted depiction of​‌ 3D motion.

Figure 9​​: Motion depiction of​​​‌ a spinning top. Our​ method creates a ribbon​‌ for each user chosen​​ trajectory to depict: a​​​‌ temporally coherent parametrized 3D​ surface that can be​‌ seen as a drawing​​ canvas (left). The keyframed​​​‌ translation and rotation of​ the spinning top are​‌ emphasized separately by drawing​​ motion lines on top​​​‌ of their ribbons (right).​

9 Bilateral contracts and​‌ grants with industry

9.1​​ Bilateral contracts with industry​​​‌

Participants: Joëlle Thollot,​ Romain Vergne, Cyril​‌ Soler.

  • We have​​ a contract with LeftAngle,​​​‌ connected with the PhD​ thesis of Amine Farhat​‌ (CIFRE).
  • We have a​​ contract with Owens Corning​​​‌ France, connected with the​ PhD thesis of Ran​‌ Yu (CIFRE).

10 Partnerships​​ and cooperations

10.1 National​​​‌ initiatives

10.1.1 CDTools: Patrimalp​

Participants: Nicolas Holzschuch [contact]​‌, Romain Vergne.​​

The cross-disciplinary project Patrimalp​​​‌ (2018-2022) on Cultural Heritage​ was extended by Univ.​‌ Grenoble-Alpes under the new​​ funding “Cross-Disciplinary Tools”, for​​​‌ a period of 36​ months (2023-2026).

The main​‌ objective and challenge of​​ the CDTools Patrimalp is​​​‌ to develop a cross-disciplinary​ approach in order to​‌ get a better knowledge​​ of the material cultural​​​‌ heritage in order to​ ensure its sustainability, valorization​‌ and diffusion in society.​​ Carried out by members​​​‌ of UGA laboratories, combining​ skills in human sciences,​‌ geosciences, digital engineering, material​​ sciences, in close connection​​​‌ with stakeholders of heritage​ and cultural life, curators​‌ and restorers, the CDTools​​ Patrimalp intends to develop​​​‌ of a new interdisciplinary​ science: Cultural Heritage Science.​‌

10.1.2 Collaboration with University​​ of Edinburgh

Participants: Cyril​​​‌ Soler [contact].

As​ a follow up of​‌ the work conducted during​​ the ANR CaLiTrOp that​​​‌ finished in 2022, we​ have pursuit the spectral​‌ analysis of light transport​​ in collaboration with Pr.​​​‌ Kartic Subr at Univ.​ of Edinburgh. Pr.Subr was​‌ invited for a few​​ days in Grenoble and​​​‌ gave a seminar in​ october 2023. Cyril Soler​‌ was invited in Edinburgh​​ in june 2023.

11​​​‌ Dissemination

11.1 Promoting scientific​ activities

Participants: Nicolas Holzschuch​‌, Fabrice Neyret,​​ Cyril Soler, Joëlle​​ Thollot, Thibault Tricard​​​‌, Romain Vergne.‌

11.1.1 Scientific events: selection‌​‌

Member of the conference​​ program committees
  • Nicolas Holzschuch:​​​‌ Eurographics Symposium on Rendering,‌ 2025.
  • Thibault Tricard :‌​‌ Evaluation Committee of the​​ Graphics Replicability Stamp Initiative​​​‌
Reviewer

Maverick faculties are‌ regular reviewers of most‌​‌ of the major journals​​ and conferences of the​​​‌ domain.

11.1.2 Journal

Reviewer‌ - reviewing activities

Maverick‌​‌ faculties are regular reviewers​​ of most of the​​​‌ major journals and conferences‌ of the domain.

11.1.3‌​‌ Research administration

  • Nicolas Holzschuch​​ is an elected member​​​‌ of the Conseil National‌ de l'Enseignement Supérieur et‌​‌ de la Recherche (CNESER)​​ (2019-2027).
  • Nicolas Holzschuch is​​​‌ a member of the‌ Habilitation committee of the‌​‌ École Doctorale MSTII of​​ Univ. Grenoble Alpes.

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

11.2.1 Teaching​​

Participants: Nicolas Holzschuch,​​​‌ Joëlle Thollot, Thibault‌ Tricard, Romain Vergne‌​‌.

Joëlle Thollot is​​ full Professor of Computer​​​‌ Science. Romain Vergne and‌ Thibault Tricard are both‌​‌ Associate Professor in Computer​​ Science. They teach general​​​‌ computer science topics at‌ basic and intermediate levels,‌​‌ and advanced courses in​​ computer graphics, visualization and​​​‌ artifical intelligence at the‌ master levels. Romain Vergne‌​‌ was in full time​​ délégation Inria until August​​​‌ 2025. Nicolas Holzschuch teaches‌ advanced courses in computer‌​‌ graphics at the master​​ level. Thibault Tricard supervise​​​‌ the "Informatique visuelle" pedagogic‌ team.

  • Master: Joëlle Thollot,‌​‌ projet IA, 33h, M2,​​ ENSIMAG, France
  • Master: Joëlle​​​‌ Thollot, management, 18h, M1,‌ ENSIMAG, France
  • Master :‌​‌ Joelle Thollot, English courses​​ using theater, 18h, M1,​​​‌ ENSIMAG, France.
  • Licence :‌ Romain Vergne, Programmation fontionelle,‌​‌ 40h, L1, UGA, France.​​
  • Licence : Romain Vergne,​​​‌ Introduction aux algorithmes, 64h,‌ L1, UGA, France.
  • Master‌​‌ : Romain Vergne, Programmation​​ Web, 40h, M2CCI, UGA,​​​‌ France.
  • Master : Romain‌ Vergne, Synthèse d'images, 27h,‌​‌ M1, UGA, France.
  • Master​​ : Romain Vergne, 3D​​​‌ graphics, 15h, M1, UGA,‌ France.
  • Master : Nicolas‌​‌ Holzschuch, Computer Graphics II,​​ 18h, M2 MoSIG, France.​​​‌
  • Master : Nicolas Holzschuch,‌ Synthèse d’Images et Animation,‌​‌ 32h, M2, ENSIMAG, France.​​
  • Master : Thibault Tricard,​​​‌ AI Project 38h, ENSIMAG,‌ France.
  • Master : Thibault‌​‌ Tricard, Programmation orienté objet​​ 36h, ENSIMAG, M1, France.​​​‌
  • Master : Thibault Tricard,‌ Graphique 3D, ENSIMAG, M1,‌​‌ 56h, France.
  • Master :​​ Thibault Tricard, Synthèse d'images,​​​‌ M1, UGA, 56h, France.‌
  • Master : Thibault Tricard,‌​‌ 3D Graphics, M1, UGA,​​ 35h, France.
  • Master :​​​‌ Thibault Tricard, Introduction à‌ l'IA, M1, ENSIMAG, 10h,‌​‌ France.

11.2.2 Supervision

Participants:​​ Fabrice Neyret, Cyril​​​‌ Soler, Joëlle Thollot‌, Thibault Tricard,‌​‌ Romain Vergne.

  • Romain​​ Vergne and Joëlle Thollot​​​‌ co-supervise the PhD of‌ Amine Farhat.
  • Thibault Tricard,‌​‌ Romain Vergne and Joëlle​​ Thollot co-supervise the PhD​​​‌ of Ambre Adjevi-Neglokpe.
  • Thibault‌ Tricard, and Fabrice Neyret‌​‌ co-supervise the PhD of​​ Pacôme Luton.
  • Fabrice Neyret​​​‌ supervises the PhD of‌ Antoine Richermoz.
  • Fabrice Neyret‌​‌ supervises the PhD of​​ Matheo Moinet.
  • Cyril Soler​​​‌ supervises the PhD of‌ Ran Yu.
  • Cyril Soler‌​‌ supervises the PhD of​​ Patrick Attimont.

11.3 Popularization​​​‌

11.3.1 Participation in Live‌ events

Participants: Fabrice Neyret‌​‌, Antoine Richermoz,​​​‌ Pacôme Lutton.

  • During​ Fête de la Science,​‌ Fabrice Neyret, Antoine Richermoz​​ and Pacôme Luton animated​​​‌ a stand at "la​ Casemate" (Territoire de Science​‌ - Grenoble) about "​​how computers (and humains)​​​‌ count" (short​ version + notice).​‌
  • During Fête de la​​ Science, Fabrice Neyret, Antoine​​​‌ Richermoz and Pacôme Luton​ animated 4 high-school 45'​‌ classes about "how​​ computers (and humains) count​​​‌" (long version​ + notice).

11.3.2​‌ Others science outreach relevant​​ activities

Participants: Fabrice Neyret​​​‌.

  • Fabrice Neyret maintains​ the blog Shadertoy-Unofficial and​‌ various shaders examples on​​ Shadertoy site to popularize​​​‌ GPU technologies as well​ as disseminates academic models​‌ within computer graphics, computer​​ science, applied math and​​​‌ physics fields. About 28k​ pages viewed and 13k​‌ unique visitors (93% out​​ of France) in 2023.​​​‌
  • Fabrice Neyret maintains the​ blog desmosGraph-Unofficial to popularize​‌ the use of interactive​​ grapher DesmosGraph for research,​​​‌ communication and pedagogy. For​ this year, about 17k​‌ pages viewed and 11k​​ unique visitors (99% out​​​‌ of France) in 2023.​
  • Fabrice Neyret maintains the​‌ the blog chiffres-et-paradoxes (in​​ French) to popularize common​​​‌ errors, misunderstandings and paradoxes​ about statistics and numerical​‌ reasoning. About 17k pages​​ viewed and 9k unique​​​‌ visitors since then (15%​ out of France, knowing​‌ the blog is in​​ French) on the blog,​​​‌ plus the viewers via​ the Facebook and Twitter​‌ pages.

12 Scientific production​​

12.2 Publications of the​​​‌ year

International journals

International peer-reviewed conferences

Reports & preprints​‌

  • 6 reportA.Antoine​​ Richermoz and F.Fabrice​​​‌ Neyret. The Sad​ State of Hardware Virtual​‌ Textures.UGA -​​ Université Grenoble Alpes; INRIA​​​‌ Grenoble - Rhône-AlpesJuly​ 2025, 13HAL​‌back to text
  • 7​​ reportT.Thilen Savignon​​​‌. Procedural Multiplicative Perlin​ Noise Model for Dust​‌ Cloud Generation.LJK​​ / Grenoble University -​​ INRIAJune 2025,​​​‌ 1-51HAL

Other scientific‌ publications

  • 8 thesisM.‌​‌Maxence Doktorcik. Making​​ GPU Tensor Cores compute​​​‌ texture interpolation.INRIA‌ Centre de l'Université Grenoble-Alpes‌​‌June 2025, 1-7​​HAL

12.3 Cited publications​​​‌

  • 9 articleT.Thibault‌ Tricard. Interval Shading:‌​‌ using Mesh Shaders to​​ generate shading intervals for​​​‌ volume rendering.Proceedings‌ of the ACM on‌​‌ Computer Graphics and Interactive​​ Techniques73April​​​‌ 2024, 1-11HAL‌DOIback to text‌​‌