Gilles Subrenat

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The quality of synthetic images depends, first, on the quality of the modelling of the three-dimensional scenes to visualize; more numerous are the geometrical and optical details, more realistic are the resulting images. Unfortunately, such scene descriptions need a big amount of memory, as well as a long time of computation. In order to deal with these(More)
Using a radiosity method to estimate light inter-reflections within large scenes still remains a difficult task. The two main reasons are: (i) the computations entailed by the radiosity method are time consuming and (ii) the large amount of memory needed is very large. In this paper, we address this problem by proposing a new clustering technique as well as(More)
} Introduction } Tessellating a surface into triangular facets for manipulation or visualization purpose has become a very popular technique in computer graphics. Several reasons explain this popularity. First, a triangle in three dimensional space is always convex and necessarily planar, whereas this does not hold for a facet having four or more vertices.(More)
In this paper, we present a new space partitioning scheme for ray tracing based algorithms which divides a given region of the scene into cylindrical slices. Our rst motivation was to nd a four-connected partitioning scheme that is eecient for the parallel architecture we use for our parallel rendering environment 7], but the technique is interesting by(More)
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