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MANAO - 2025

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.

Examples​​ of new display technologies​​​‌

Figure 1: Examples​ of new display technologies.​‌ Nowadays, they are not​​ limited to a simple​​​‌ array of 2D low-dynamic​ RGB values.

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

Figure 2

Interactions/Transfers​​ between real and virtual​​​‌ worlds.

Figure 2:​ Interactions/Transfers between real and​‌ virtual worlds. One of​​ our goal is to​​​‌ combine optical instruments with​ processes from computer science​‌ in order to blend​​ the two 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

Figure 3

Related​ scientific domains of the​‌ MANAO project

Figure 3​​: 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 - W​​​‌.m-2‌.sr-‌​‌1), 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.​​​‌

Firts-order analysis

Figure​​​‌ 4: First-order analysis‌   101 have shown that‌​‌ shading variations are caused​​ by depth variations (first-order​​​‌ gradient field) and by‌ normal variations (second-order fields).‌​‌ These fields are visualized​​ using hue and saturation​​​‌ to indicate direction and‌ magnitude of the flow‌​‌ respectively.

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.​

Figure 5.a
Figure 5.b

Light-Field transfer

Figure 5​‌: Light-Field transfer: global​​ illumination between real and​​​‌ synthetic objects 39

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.​​​‌

Figure 6: In​ the MANAO project, we​‌ are investigating rendering techniques​​ from realistic solutions (e.g.,​​​‌ inter-reflections (a) and shadows​ (b)) to more expressive​‌ ones (shape enhancement (c)​​ with realistic style and​​​‌ shape depiction (d) with​ stylized style) for visualization.​‌

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.

A system that​​ mimics texture (left) and​​​‌ shading (right) effects using​ image processing alone.

Figure​‌ 7: Based on​​ our analysis 101 (Axis​​​‌ 1), we have designed​ a system that mimics​‌ texture (left) and shading​​ (right) effects using image​​​‌ processing alone. It takes​ depth (a) and normal​‌ (d) images as input,​​ and uses them to​​​‌ deform images (b-e) in​ ways that closely approximate​‌ surface flows (c-f). It​​ provides a convincing, yet​​​‌ artistically controllable illusion of​ 3D shape conveyed through​‌ texture or shading cues.​​

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

  • Keyword:
    Image
  • Functional​​​‌ Description:
    An open-source (spectral)​ image viewer that supports​‌ several images formats: ENVI​​ (spectral), exr, png, jpg.​​​‌
  • URL:
  • Contact:
    Romain​ Pacanowski
  • Partner:
    LP2N (CNRS​‌ - UMR 5298)

7.1.2​​ Malia

  • Name:
    The Malia​​​‌ Rendering Framework
  • Keywords:
    3D,​ Realistic rendering, GPU, Ray-tracing,​‌ Material appearance
  • 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:
  • Contact:
    Romain Pacanowski

7.1.3​ FRITE

  • Keywords:
    2D animation,​‌ Vector-based drawing
  • Functional Description:​​
    2D animation software allowing​​​‌ non linear editing
  • Release​ Contributions:
    Occlusions between drawing​‌ parts and self-occlusions
  • Publications:​​
  • Contact:
    Pierre Benard​

7.1.4 ecodiag

  • Keywords:
    CO2,​‌ Carbon footprint, Web Services​​
  • Functional Description:
    Ecodiag is​​​‌ a web service to​ estimate the carbon footprint​‌ of the computer equipments.​​
  • Contact:
    Gael Guennebaud
  • Partner:​​
    Ecoinfo

7.1.5 FtthPowerSim

  • Keywords:​​​‌
    Power consumption, Network simulator‌
  • 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:
  • Contact:
    Gael‌ Guennebaud
  • Partners:
    Université de‌​‌ Bordeaux, LaBRI

7.1.6 SMEAR​​

  • Keyword:
    3D animation
  • 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:
  • 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​‌.

Figure 8.a
   
Figure 8.b

View of La​​ Coupole

Figure 8:​​​‌

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​​​‌ 1.5m2.

Its‌ main characteristics are:

  • RGB‌​‌ 12MP Camera (100 fps)​​
  • 6-axes Robot
  • 1080 White​​​‌ LED
  • 3D Laser Scanner‌ Laser: 200 μm‌​‌ resolution
  • Maximal Measurement Area:​​ 1.75 m2
  • Optical​​​‌ Resolution: 50 μm‌

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.​​​‌

Figure 9:

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.

Examples of numerical reconstructions​​​‌ from data acquired with​ La Coupole.

Figure 10​‌:

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.​​​‌

Figure 11

Photograph of inside La​ Coupole showing the new​‌ embedded mini-PC and the​​ new camera.

Figure 11​​​‌: 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​

The BSSxDF measurement platform.​‌

Figure 12: The​​ BSSxDF measurement platform. Left:​​​‌ Optical setup to collimate​ a K5600 Joker light​‌ to a 1mm2​​ spot on the material​​​‌ sample. Center: Sample holder;​ here alabaster. Right: Incident​‌ illumination at 550nm wavelength​​ focused on the material​​​‌ sample, revealing lateral light​ transport.
Figure 13

Measurement principle

Figure​‌ 13: Measurement principle:​​ a DSLR camera takes​​​‌ picture all around the​ material sample. Here shown​‌ with a Charucco calibration​​ target used to calibrate​​​‌ the camera intrinsics and​ extrinsics parameters.

7.3 Open​‌ data

BSSRDF Raw Measurements​​
  • Contributors:
    M. Gérardin, R.​​​‌ Pacanowski and Matthias Paulin​
  • Description:
    The complete raw​‌ measurements of BSSRDF from​​ our Optics Express Paper​​​‌ 49
  • Dataset PID (DOI,...):​
  • 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.

Figure 14

Rendering of‌ CLC structures

Figure 14‌​‌: We introduce efficient​​ models for the iridescent​​​‌ reflectance of Cholesteric Liquid‌ Crystals (CLC). Left: a‌​‌ famous example of CLC​​ iridescence are the Pollia​​​‌ Condensata fruits, which show‌ pointillist colors due to‌​‌ repeated helicoidal structures on​​ the nano-scale. Right: we​​​‌ reproduce their geometry and‌ appearance using our approach‌​‌ with parameters similar to​​ those reported in the​​​‌ literature, albeit in a‌ different environment lighting. Parameters‌​‌ of our analytical model​​ (here the pitch p)​​​‌ are readily varied spatially.‌

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.

Figure 15

Importance‌​‌ Sampling of the Micrograin​​ Visible NDF

Figure 15​​​‌: Multiple renderings of‌ a living-room scene showing‌​‌ several objects covered by​​ different types of micrograins,​​​‌ using (a) NDF sampling‌ or (b) vNDF sampling,‌​‌ with (c) a reference​​ rendering. The zoom insets​​​‌ highlight the impact of‌ vNDF sampling with a‌​‌ noticeable noise reduction mainly​​ at grazing angles and​​​‌ in regions of inter-reflections,‌ for near constant-time rendering.‌​‌

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.​​​‌

Figure 16

A Fluorescent Material Model​ for Non-Spectral Editing &​‌ Rendering

Figure 16:​​ We introduce a material​​​‌ model for the rendering​ and editing of fluorescence.​‌ Our approach relies on​​ a Gaussian approximation of​​​‌ the fluorescence component of​ the bi-spectral reradiation, which​‌ reproduces measured data accurately​​ thanks to an energy​​​‌ conserving decomposition. Our model​ allows for analytical spectral​‌ integration, making it compatible​​ with non-spectral and real-time​​​‌ rendering, and eases the​ editing of fluorescent material​‌ textures.

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.

Figure 17

Head-turn​ animation produced with our​‌ rough 2D animation system​​

Figure 17: Starting​​​‌ from the head-turn animation​ in 47 (bottom), with​‌ input key drawings in​​ dark blue and automatic​​​‌ inbetweens in light blue,​ we use different features​‌ of our system to​​ pro- duce an animation​​ (top) with occlusions (e.g.,​​​‌ ears). From left to‌ right: masks are automatically‌​‌ computed for all drawing​​ parts to create occlusions​​​‌ among them; a stroke‌ is appearing through a‌​‌ temporal visibility threshold; a​​ partial drawing of the​​​‌ nose is created at‌ an intermediate frame (it‌​‌ is stored at a​​ keyframe, but is made​​​‌ to appear later on‌ via visibility); a stroke‌​‌ is made to disappear​​ on the opposite ear,​​​‌ and it is suddenly‌ interrupted by the “pop”‌​‌ of the right ear​​ in front, via a​​​‌ layout change between keyframes.‌ The final result conveys‌​‌ a strong 3D-like sense​​ as shown in our​​​‌ video.

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.​​​‌

Figure 18

3D jumping animation stylized‌ with smear frames created‌​‌ with our method (elongated​​ in-betweens, motion lines, multiple​​​‌ in-betweens)

Figure 18:‌ 3D animation of a‌​‌ jokari (top row) stylized​​ with the approach of​​​‌ Basset et al. 29‌ (middle row). High trajectory‌​‌ curvatures in (a) and​​ (e) yield unnatural ball​​​‌ deformations. Our approach (bottom‌ row) corrects this issue‌​‌ (a) and adds squash-and-stretch​​ (e) that is easily​​​‌ blended with smearing effects‌ (c and d) to‌​‌ exaggerate animation around the​​ collision.

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.

Figure 19

Complex​​​‌ system exploration

Figure 19​: Our method explores​‌ the parameter space of​​ complex systems to discover​​​‌ patterns that belong to​ the user’s region of​‌ interest. Compared to global​​ diversity search, our constrained​​​‌ diversity search approach allows​ the exploration process to​‌ be guided toward user-specific​​ patterns. In this example,​​​‌ the user expects to​ obtain images with a​‌ dark area proportion belonging​​ to [0.3, 0.4].

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.​​

Figure 20

Graphics of average mitigation​​​‌ potentials per emission source‌ and per research domain.‌​‌

Figure 20: Average​​ mitigation potentials per emission​​​‌ source and per research‌ domain (HSS = human‌​‌ and social sciences, ST​​ = sciences and technology,​​​‌ LHS = life and‌ health sciences). Each color‌​‌ represents a GHG emission​​ source.

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.

Figure 21.a
Figure 21.b

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.

Figure 21:​​​‌

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, ...)​​​‌

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 article‌​‌L.Laurent Belcour and​​ P.Pascal Barla.​​​‌ A Practical Extension to‌ Microfacet Theory for the‌​‌ Modeling of Varying Iridescence​​.ACM Transactions on​​​‌ Graphics364July‌ 2017, 65HAL‌​‌DOI
  • 2 articleT.​​Thomas Crespel, P.​​​‌Patrick Reuter, A.‌Adrian Travis, Y.‌​‌Yves Gentet and X.​​Xavier Granier. Autostereoscopic​​​‌ transparent display using a‌ wedge light guide and‌​‌ a holographic optical element:​​ implementation and results.​​​‌Applied optics5834‌November 2019HALDOI‌​‌
  • 3 articleM.Morgane​​ Gerardin, M.Mathias​​​‌ Paulin and R.Romain‌ Pacanowski. Imaging device‌​‌ to measure the reflective​​ and transmissive part of​​​‌ isotropic BSSRDF.Optics‌ Express3222October‌​‌ 2024, 39267-39292HAL​​DOI
  • 4 articleN.​​​‌Nicolas Holzschuch and R.‌Romain Pacanowski. A‌​‌ Two-Scale Microfacet Reflectance Model​​ Combining Reflection and Diffraction​​​‌.ACM Transactions on‌ Graphics364Article‌​‌ 66July 2017,​​ 12HALDOI
  • 5​​​‌ articleT.Thibaud Lambert‌, P.Pierre Bénard‌​‌ and G.Gaël Guennebaud​​. A View-Dependent Metric​​​‌ for Patch-Based LOD Generation‌ & Selection.Proceedings‌​‌ of the ACM on​​ Computer Graphics and Interactive​​​‌ Techniques11May‌ 2018HALDOI
  • 6‌​‌ articleG.Georges Nader​​ and G.Gaël Guennebaud​​​‌. Instant Transport Maps‌ on 2D Grids.‌​‌ACM Transactions on Graphics​​376November 2018​​​‌, 13HALDOI‌
  • 7 articleA.Alexandra‌​‌ Schmid, P.Pascal​​ Barla and K.Katja​​​‌ Doerschner. Material category‌ of visual objects computed‌​‌ from specular image structure​​.Nature Human Behaviour​​​‌77July 2023‌, 1152-1169HALDOI‌​‌
  • 8 articleK.Kevin​​​‌ Vynck, R.Romain​ Pacanowski, A.Adrian​‌ Agreda, A.Arthur​​ Dufay, X.Xavier​​​‌ Granier and P.Philippe​ Lalanne. The visual​‌ appearances of disordered optical​​ metasurfaces.Nature Materials​​​‌21May 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​​​‌ articleM.Marc Alexa‌ and W.Wojciech Matusik‌​‌. Reliefs as images​​.ACM Trans. Graph.​​​‌2942010,‌ URL: http://doi.acm.org/10.1145/1778765.1778797DOIback‌​‌ to text
  • 26 article​​L.Lucas Ammann,​​​‌ P.Pascal Barla,‌ X.Xavier Granier,‌​‌ G.Gaël Guennebaud and​​ P.Patrick Reuter.​​​‌ Surface Relief Analysis for‌ Illustrative Shading.Computer‌​‌ Graphics Forum314​​​‌June 2012, 1481-1490​URL: http://hal.inria.fr/hal-00709492DOIback​‌ to textback to​​ text
  • 27 techreportM.​​​‌Michael Ashikhmin and S.​Simon Premoze. Distribution-based​‌ BRDFs.unpublishedUniv.​​ of Utah2007back​​​‌ to text
  • 28 article​B.Brad Atcheson,​‌ I.Ivo Ihrke,​​ W.Wolfgang Heidrich,​​​‌ A.Art Tevs,​ D.Derek Bradley,​‌ M.Marcus Magnor and​​ H.-P.Hans-Peter Seidel.​​​‌ Time-resolved 3D Capture of​ Non-stationary Gas Flows.​‌ACM Trans. Graph.27​​52008back to​​​‌ text
  • 29 inproceedingsJ.​Jean Basset, P.​‌Pierre Bénard and P.​​Pascal Barla. SMEAR:​​​‌ Stylized Motion Exaggeration with​ ARt-direction.SIGGRAPH Conference​‌ Papers '24Denver, CO​​ / Virtual, United States​​​‌July 2024HALDOI​back to textback​‌ to text
  • 30 book​​O.Oliver Bimber and​​​‌ R.Ramesh Raskar.​ Spatial Augmented Reality: Merging​‌ Real and Virtual Worlds​​.A K Peters/CRC​​​‌ Press2005back to​ textback to text​‌
  • 31 articleA.Adrien​​ Bousseau, E.Emmanuelle​​​‌ Chapoulie, R.Ravi​ Ramamoorthi and M.Maneesh​‌ Agrawala. Optimizing Environment​​ Maps for Material Depiction​​​‌.Comput. Graph. Forum​ (Proceedings of the Eurographics​‌ Symposium on Rendering)30​​42011, URL:​​​‌ http://www-sop.inria.fr/reves/Basilic/2011/BCRA11back to text​
  • 32 articleS.Simon​‌ Boyé, G.Gaël​​ Guennebaud and C.Christophe​​​‌ Schlick. Least Squares​ Subdivision Surfaces.Comput.​‌ Graph. Forum297​​2010, 2021-2028URL:​​​‌ http://hal.inria.fr/inria-00524555/enback to text​
  • 33 articleS.Stefan​‌ Bruckner and M. E.​​Meister Eduard Gröller.​​​‌ Style Transfer Functions for​ Illustrative Volume Rendering.​‌Comput. Graph. Forum26​​32007, 715-724​​​‌URL: http://www.cg.tuwien.ac.at/research/publications/2007/bruckner-2007-STF/back to​ text
  • 34 inproceedingsC.​‌Chris Buehler, M.​​Michael Bosse, L.​​​‌Leonard McMillan, S.​Steven Gortler and M.​‌Michael Cohen. Unstructured​​ lumigraph rendering.Proc.​​​‌ ACM SIGGRAPH2001,​ 425-432URL: http://doi.acm.org/10.1145/383259.383309DOI​‌back to text
  • 35​​ articleO.Ozan Cakmakci​​​‌, S.Sophie Vo​, K. P.Kevin​‌ P. Thompson and J.​​ P.Jannick P. Rolland​​​‌. Application of radial​ basis functions to shape​‌ description in a dual-element​​ off-axis eyewear display: Field-of-view​​​‌ limit.J. Society​ for Information Display16​‌112008, 1089-1098​​DOIback to text​​​‌
  • 36 articleE.Eva​ Cerezo, F.Frederic​‌ Perez-Cazorla, X.Xavier​​ Pueyo, F.Francisco​​​‌ Seron and F. X.​François Xavier Sillion.​‌ A Survey on Participating​​ Media Rendering Techniques.​​​‌The Visual Computer2005​HALback to text​‌
  • 37 inproceedingsJ.Jiazhou​​ Chen, X.Xavier​​​‌ Granier, N.Naiyang​ Lin and Q.Qunsheng​‌ Peng. On-Line Visualization​​ of Underground Structures using​​​‌ Context Features.Symposium​ on Virtual Reality Software​‌ and Technology (VRST)ACM​​2010, 167-170URL:​​​‌ http://hal.inria.fr/inria-00524818/enDOIback to​ text
  • 38 articleJ.​‌Jiazhou Chen, G.​​Gaël Guennebaud, P.​​​‌Pascal Barla and X.​Xavier Granier. Non-oriented​‌ MLS Gradient Fields.​​Computer Graphics ForumDecember​​​‌ 2013, URL: http://hal.inria.fr/hal-00857265​back to text
  • 39​‌ articleO.Oliver Cossairt​​, S.Shree Nayar​​ and R.Ravi Ramamoorthi​​​‌. Light field transfer:‌ global illumination between real‌​‌ and synthetic objects.​​ACM Trans. Graph.27​​​‌32008, URL:‌ http://doi.acm.org/10.1145/1360612.1360656DOIback to‌​‌ textback to text​​back to textback​​​‌ to text
  • 40 article‌F.F. Cuny,‌​‌ L.L. Alonso and​​ N.Nicolas Holzschuch.​​​‌ A novel approach makes‌ higher order wavelets really‌​‌ efficient for radiosity.​​Comput. Graph. Forum19​​​‌32000, 99-108‌back to text
  • 41‌​‌ articleE.Eugene D'Eon​​ and G.Geoffrey Irving​​​‌. A quantized-diffusion model‌ for rendering translucent materials‌​‌.ACM Trans. Graph.​​3042011,​​​‌ URL: http://doi.acm.org/10.1145/2010324.1964951DOIback‌ to text
  • 42 inproceedings‌​‌K. J.Kristin J.​​ Dana, B.Bram​​​‌ van Ginneken, S.‌Shree Nayar and J.‌​‌ J.Jan J. Koenderink​​. Reflectance and texture​​​‌ of real-world surfaces.‌IEEE Conference on Computer‌​‌ Vision and Pattern Recognition​​ (ICCV)1997, 151-157​​​‌back to text
  • 43‌ articleY.Yue Dong‌​‌, J.Jiaping Wang​​, F.Fabio Pellacini​​​‌, X.Xin Tong‌ and B.Baining Guo‌​‌. Fabricating spatially-varying subsurface​​ scattering.ACM Trans.​​​‌ Graph.2942010‌, URL: http://doi.acm.org/10.1145/1778765.1778799DOI‌​‌back to text
  • 44​​ bookP.Philip Dutré​​​‌, K.Kavita Bala‌ and P.Philippe Bekaert‌​‌. Advanced Global Illumination​​.A.K. Peters2006​​​‌back to textback‌ to text
  • 45 article‌​‌K.Kevin Egan,​​ F.Florian Hecht,​​​‌ F.Frédo Durand and‌ R.Ravi Ramamoorthi.‌​‌ Frequency 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 article‌K.Kevin Egan,‌​‌ Y.-T.Yu-Ting Tseng,​​ N.Nicolas Holzschuch,​​​‌ F.Frédo Durand and‌ R.Ravi Ramamoorthi.‌​‌ Frequency Analysis and Sheared​​ Reconstruction for Rendering Motion​​​‌ Blur.ACM Trans.‌ Graph.2832009‌​‌, URL: http://hal.inria.fr/inria-00388461/enDOI​​back to textback​​​‌ to textback to‌ text
  • 47 articleM.‌​‌Melvin Even, P.​​Pierre Bénard and P.​​​‌Pascal Barla. Non-linear‌ Rough 2D Animation using‌​‌ Transient Embeddings.Computer​​ Graphics ForumMain: 15​​​‌ pages, 19 figures. Supplementary:‌ 2 pages. Submitted to‌​‌ Eurographics.May 2023HAL​​DOIback to text​​​‌back to text
  • 48‌ articleR.Roland Fleming‌​‌, A.Antonio Torralba​​ and E. H.Edward​​​‌ H. Adelson. Specular‌ reflections and the perception‌​‌ of shape.J.​​ Vis.492004​​​‌, 798-820URL: http://journalofvision.org/4/9/10/‌back to text
  • 49‌​‌ articleM.Morgane Gerardin​​, M.Mathias Paulin​​​‌ and R.Romain Pacanowski‌. Imaging device to‌​‌ measure the reflective and​​ transmissive part of isotropic​​​‌ BSSRDF.Optics Express‌3222October 2024‌​‌, 39267-39292HALDOI​​back to textback​​​‌ to text
  • 50 inproceedings‌A.Abhijeet Ghosh,‌​‌ S.Shruthi Achutha,​​ W.Wolfgang Heidrich and​​​‌ M.Matthew O'Toole.‌ BRDF Acquisition with Basis‌​‌ Illumination.IEEE International​​ Conference on Computer Vision​​​‌ (ICCV)2007, 1-8‌back to text
  • 51‌​‌ articleM.Michael Goesele​​​‌, X.Xavier Granier​, W.Wolfgang Heidrich​‌ and H.-P.Hans-Peter Seidel​​. Accurate Light Source​​​‌ Acquisition and Rendering.​ACM Trans. Graph.22​‌32003, 621-630​​URL: http://hal.inria.fr/hal-00308294DOIback​​​‌ to textback to​ text
  • 52 inproceedingsC.​‌ M.Cindy M. Goral​​, K. E.Kenneth​​​‌ E. Torrance, D.​ P.Donald P. Greenberg​‌ and B.Bennett Battaile​​. Modeling the interaction​​​‌ of light between diffuse​ surfaces.Proc. ACM​‌ SIGGRAPH1984, 213-222​​back to text
  • 53​​​‌ miscA.Antoine Guédon​ and V.Vincent Lepetit​‌. Gaussian 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 articleM.​​​‌Milos Hasan, M.​Martin Fuchs, W.​‌Wojciech Matusik, H.​​Hanspeter Pfister and S.​​​‌Szymon Rusinkiewicz. Physical​ reproduction of materials with​‌ specified subsurface scattering.​​ACM Trans. Graph.29​​​‌42010, URL:​ http://doi.acm.org/10.1145/1778765.1778798DOIback to​‌ textback to text​​
  • 55 phdthesisP. S.​​​‌Paul S. Heckbert.​ Simulating Global Illumination Using​‌ Adaptative Meshing.University​​ of California1991back​​​‌ to text
  • 56 article​M. B.Matthias B.​‌ Hullin, M.Martin​​ Fuchs, I.Ivo​​​‌ Ihrke, H.-P.Hans-Peter​ Seidel and H. P.​‌Hendrik P. A. Lensch​​. Fluorescent immersion range​​​‌ scanning.ACM Trans.​ Graph.2732008​‌, URL: http://doi.acm.org/10.1145/1360612.1360686DOI​​back to text
  • 57​​​‌ articleM. B.Matthias​ B. Hullin, J.​‌Johannes Hanika, B.​​Boris Ajdin, H.-P.​​​‌Hans-Peter Seidel, J.​Jan Kautz and H.​‌ P.Hendrik P. A.​​ Lensch. Acquisition and​​​‌ analysis of bispectral bidirectional​ reflectance and reradiation distribution​‌ functions.ACM Trans.​​ Graph.2942010​​​‌, URL: http://doi.acm.org/10.1145/1778765.1778834DOI​back to text
  • 58​‌ articleM. B.Matthias​​ B. Hullin, H.​​​‌ P.Hendrik P. A.​ Lensch, R.Ramesh​‌ Raskar, H.-P.Hans-Peter​​ Seidel and I.Ivo​​​‌ Ihrke. Dynamic Display​ of BRDFs.Comput.​‌ Graph. Forum302​​2011, 475--483URL:​​​‌ http://dx.doi.org/10.1111/j.1467-8659.2011.01891.xDOIback to​ textback to text​‌back to textback​​ to text
  • 59 article​​​‌I.Ivo Ihrke,​ K. N.Kiriakos N.​‌ Kutulakos, H. P.​​Hendrik P. A. Lensch​​​‌, M.Marcus Magnor​ and W.Wolfgang Heidrich​‌. Transparent and Specular​​ Object Reconstruction.Comput.​​​‌ Graph. Forum298​2010, 2400-2426back​‌ to text
  • 60 inproceedings​​I.Ivo Ihrke,​​​‌ I.Ilya Reshetouski,​ A.Alkhazur Manakov,​‌ A.Art Tevs,​​ M.Michael Wand and​​​‌ H.-P.Hans-Peter Seidel.​ A Kaleidoscopic Approach to​‌ Surround Geometry and Reflectance​​ Acquisition.IEEE Conf.​​​‌ Computer Vision and Pattern​ Recognition Workshops (CVPRW)IEEE​‌ Computer Society2012,​​ 29-36back to text​​​‌back to textback​ to text
  • 61 inproceedings​‌I.Ivo Ihrke,​​ G.Gordon Wetzstein and​​​‌ W.Wolfgang Heidrich.​ A theory of plenoptic​‌ multiplexing.IEEE Conf.​​ Computer Vision and Pattern​​​‌ Recognition (CVPR)\bf oral​IEEE Computer Society2010​‌, 483-490back to​​ textback to text​​
  • 62 inproceedingsJ. T.​​​‌James T. Kajiya.‌ The rendering equation.‌​‌Proc. ACM SIGGRAPH1986​​, 143-150URL: http://doi.acm.org/10.1145/15922.15902​​​‌DOIback to text‌back to text
  • 63‌​‌ inproceedingsJ.Jan Kautz​​, P.-P.Peter-Pike Sloan​​​‌ and J.John Snyder‌. Fast, arbitrary BRDF‌​‌ shading for low-frequency lighting​​ using spherical harmonics.​​​‌Proc. Eurographics workshop on‌ Rendering (EGWR)Pisa, Italy‌​‌2002, 291-296back​​ to text
  • 64 article​​​‌I.Ilhan Kaya,‌ K. P.Kevin P.‌​‌ Thompson and J. P.​​Jannick P. Rolland.​​​‌ Edge clustered fitting grids‌ for -polynomial characterization of‌​‌ freeform optical surfaces.​​Opt. Express1927​​​‌2011, 26962-26974URL:‌ http://www.opticsexpress.org/abstract.cfm?URI=oe-19-27-26962DOIback to‌​‌ text
  • 65 articleB.​​Bernhard Kerbl, G.​​​‌Georgios Kopanas, T.‌Thomas Leimkuehler and G.‌​‌George Drettakis. 3D​​ Gaussian Splatting for Real-Time​​​‌ Radiance Field Rendering.‌ACM Transactions on Graphics‌​‌424August 2023​​, 1--14URL: https://dl.acm.org/doi/10.1145/3592433​​​‌DOIback to text‌
  • 66 articleM.Michael‌​‌ Kolomenkin, I.Ilan​​ Shimshoni and A.Ayellet​​​‌ Tal. Demarcating curves‌ for shape illustration.‌​‌ACM Trans. Graph. (SIGGRAPH​​ Asia)2752008​​​‌, URL: http://doi.acm.org/10.1145/1409060.1409110DOI‌back to text
  • 67‌​‌ inproceedingsA.Alexandr Kuznetsov​​, X.Xuezheng Wang​​​‌, K.Krishna Mullia‌, F.Fujun Luan‌​‌, Z.Zexiang Xu​​, M.Milos Hasan​​​‌ and R.Ravi Ramamoorthi‌. Rendering 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 articleM.‌​‌Marc Levoy, Z.​​Zhengyun Zhang and I.​​​‌Ian McDowall. Recording‌ and controlling the 4D‌​‌ light field in a​​ microscope using microlens arrays​​​‌.J. Microscopy235‌22009, 144-162‌​‌URL: http://dx.doi.org/10.1111/j.1365-2818.2009.03195.xDOIback​​ to text
  • 69 article​​​‌S.Shen Li,‌ G.Gaël Guennebaud,‌​‌ B.Baoguang Yang and​​ J.Jieqing Feng.​​​‌ Predicted Virtual Soft Shadow‌ Maps with High Quality‌​‌ Filtering.Comput. Graph.​​ Forum3022011​​​‌, 493-502URL: http://hal.inria.fr/inria-00566223/en‌back to text
  • 70‌​‌ articleC.-K.Chia-Kai Liang​​, T.-H.Tai-Hsu Lin​​​‌, B.-Y.Bing-Yi Wong‌, C.Chi Liu‌​‌ and H. H.Homer​​ H. Chen. Programmable​​​‌ aperture photography: multiplexed light‌ field acquisition.ACM‌​‌ Trans. Graph.273​​2008, URL: http://doi.acm.org/10.1145/1360612.1360654​​​‌DOIback to text‌
  • 71 articleY.Yanli‌​‌ Liu and X.Xavier​​ Granier. Online Tracking​​​‌ of Outdoor Lighting Variations‌ for Augmented Reality with‌​‌ Moving Cameras.IEEE​​ Transactions on Visualization and​​​‌ Computer Graphics184‌March 2012, 573-580‌​‌URL: http://hal.inria.fr/hal-00664943DOIback​​ to textback to​​​‌ text
  • 72 articleW.‌Wojciech Matusik and H.‌​‌Hanspeter Pfister. 3D​​ TV: a scalable system​​​‌ for real-time acquisition, transmission,‌ and autostereoscopic display of‌​‌ dynamic scenes.ACM​​ Trans. Graph.233​​​‌2004, 814-824URL:‌ http://doi.acm.org/10.1145/1015706.1015805DOIback to‌​‌ textback to text​​back to text
  • 73​​​‌ articleW.Wojciech Matusik‌, H.Hanspeter Pfister‌​‌, M.Matt Brand​​​‌ and L.Leonard McMillan​. A data-driven reflectance​‌ model.ACM Trans.​​ Graph.2232003​​​‌, 759-769URL: http://doi.acm.org/10.1145/882262.882343​DOIback to text​‌
  • 74 inproceedingsG.Gero​​ Müller, J.Jan​​​‌ Meseth, M.Mirko​ Sattler, R.Ralf​‌ Sarlette and R.Reinhard​​ Klein. Acquisition, Synthesis​​​‌ and Rendering of Bidirectional​ Texture Functions.Eurographics​‌ 2004, State of the​​ Art Reports2004,​​​‌ 69-94back to text​
  • 75 inproceedingsA.Andy​‌ Ngan, F.Frédo​​ Durand and W.Wojciech​​​‌ Matusik. Experimental Analysis​ of BRDF Models.​‌Proc. Eurographics Symposium on​​ Rendering (EGSR)2005,​​​‌ 117-226back to text​
  • 76 bookF. E.​‌F. E. Nicodemus,​​ J. C.J. C.​​​‌ Richmond, J. J.​J. J. Hsia,​‌ I. W.I. W.​​ Ginsberg and T.T.​​​‌ Limperis. Geometrical Considerations​ and Nomenclature for Reflectance​‌.National Bureau of​​ Standards1977back to​​​‌ text
  • 77 articleM.​Matthew O'Toole and K.​‌ N.Kiriakos N. Kutulakos​​. Optical computing for​​​‌ fast light transport analysis​.ACM Trans. Graph.​‌2962010back​​ to text
  • 78 article​​​‌R.Romain Pacanowski,​ X.Xavier Granier,​‌ C.Christophe Schlick and​​ P.Pierre Poulin.​​​‌ Volumetric Vector-based Representation for​ Indirect Illumination Caching.​‌J. Computer Science and​​ Technology (JCST)255​​​‌2010, 925-932URL:​ http://hal.inria.fr/inria-00505132/enDOIback to​‌ text
  • 79 articleR.​​Romain Pacanowski, O.​​​‌Oliver Salazar-Celis, C.​Christophe Schlick, X.​‌Xavier Granier, P.​​Pierre Poulin and A.​​​‌Annie Cuyt. Rational​ BRDF.IEEE Transactions​‌ on Visualization and Computer​​ Graphics1811February​​​‌ 2012, 1824-1835URL:​ http://hal.inria.fr/hal-00678885DOIback to​‌ textback to text​​back to text
  • 80​​​‌ articleP.Pieter Peers​, D.Dhruv Mahajan​‌, B.Bruce Lamond​​, A.Abhijeet Ghosh​​​‌, W.Wojciech Matusik​, R.Ravi Ramamoorthi​‌ and P.Paul Debevec​​. Compressive light transport​​​‌ sensing.ACM Trans.​ Graph.2812009​‌back to text
  • 81​​ articleB.Benjamin Petit​​​‌, J.-D.Jean-Denis Lesage​, C.Clément Menier​‌, J.Jérémie Allard​​, J.-S.Jean-Sébastien Franco​​​‌, B.Bruno Raffin​, E.Edmond Boyer​‌ and F.François Faure​​. Multicamera Real-Time 3D​​​‌ Modeling for Telepresence and​ Remote Collaboration.Int.​‌ J. digital multimedia broadcasting​​2010Article ID 247108,​​​‌ 12 pages2010,​ URL: http://hal.inria.fr/inria-00436467DOIback​‌ to text
  • 82 article​​R.Ravi Ramamoorthi and​​​‌ P.Pat Hanrahan.​ On the relationship between​‌ radiance and irradiance: determining​​ the illumination from images​​​‌ of a convex Lambertian​ object.J. Opt.​‌ Soc. Am. A18​​102001, 2448-2459​​​‌back to text
  • 83​ articleR.Ravi Ramamoorthi​‌, D.Dhruv Mahajan​​ and P.Peter Belhumeur​​​‌. A first-order analysis​ of lighting, shading, and​‌ shadows.ACM Trans.​​ Graph.2612007​​​‌, URL: http://doi.acm.org/10.1145/1189762.1189764DOI​back to textback​‌ to textback to​​ text
  • 84 bookR.​​​‌Ramesh Raskar and J.​Jack Tumblin. Computational​‌ Photography: Mastering New Techniques​​ for Lenses, Lighting, and​​ Sensors.A K​​​‌ Peters/CRC Press2012back‌ to text
  • 85 book‌​‌E.Erik Reinhard,​​ W.Wolfgang Heidrich,​​​‌ P.Paul Debevec,‌ S.Sumanta Pattanaik,‌​‌ G.Greg Ward and​​ K.Karol Myszkowski.​​​‌ High Dynamic Range Imaging:‌ Acquisition, Display and Image-Based‌​‌ Lighting.2nd edition​​Morgan Kaufmann Publishers2010​​​‌back to text
  • 86‌ articleP.Peiran Ren‌​‌, J.Jiaping Wang​​, J.John Snyder​​​‌, X.Xin Tong‌ and B.Baining Guo‌​‌. Pocket reflectometry.​​ACM Trans. Graph.30​​​‌42011back to‌ text
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