Kadi Bouatouch

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This paper presents a new set of hemispherical basis functions dedicated to hemispherical data representation. These functions are derived from associated Legendre polynomials. We demonstrate the usefulness of this basis for representation of surface reflectance functions, rendering using environment maps and for efficient global illumination computation(More)
The authors present a real-time grass rendering technique that works for large, arbitrary terrains with dynamic lighting, shadows, and a good parallax effect. A novel combination of geometry and lit volume slices provides accurate, per-pixel lighting. A fast grass-density management scheme allows the rendering of arbitrarily shaped patches of grass.
Fast global illumination computation is a challenge in several fields such as lighting simulation and computergenerated visual effects for movies. To this end, the irradiance caching algorithm is commonly used since it provides high-quality rendering in a reasonable time. However this algorithm relies on a spatial data structure in which nearest-neighbors(More)
In this paper we present a ray tracing based method for accelerated global illumination computation in scenes with low-frequency glossy BRDFs. The method is based on sparse sampling, caching, and interpolating radiance on glossy surfaces. In particular we extend the irradiance caching scheme of [WRC88] to cache and interpolate directional incoming radiance(More)
We present a new approach to the rendering of realistic grass fields in real-time with dynamic lighting, shadows, antialiasing, animation and density management. We propose a method with three levels of detail, chosen depending on the distance from the camera: geometry rendering, volume rendering with per pixel lighting, rendering of 2D texture map with per(More)
Volumetric rendering is widely used to examine 3D scalar fields from scanners and direct numerical simulation datasets. One key aspect of volumetric rendering is the ability to provide shading cues to aid in understanding structure contained in the datasets. While shading models that reproduce natural lighting conditions have been shown to better convey(More)
A new algorithm for space tracing with CSG modelled scenes is presented. Space is divided in an irregular fashion to fit the objects as closely as possible. For this reason, primitive minimal bounding boxes are computed. Space subdivision is achieved in two steps: partitioning in projection plane and depth partitioning. A set of 3D regions named cells are(More)
We present a new fast algorithm for rendering the depthof-field effect for point-based surfaces. The algorithm handles partial occlusion correctly, it does not suffer from intensity leakage and it renders depth-of-field in presence of transparent surfaces. The algorithm is new in that it exploits the level-of-detail to select the surface detail according to(More)
Computing global illumination in a moderate time for complex environments and walking through them is one of the challenges in computer graphics. To meet this goal, a prepro-cessing is necessary. This preprocessing consists in partitioning the environment into cells and determining visibility between these cells. Most of the existing partitioning methods(More)
We describe a new and accurate algorithm for computing translational gradients of incoming radiance in the context of a ray tracing-based global illumination solution. The gradient characterizes how the incoming directional radiance function changes with displacement on a surface. We use the gradient for a smoother radiance interpolation over glossy(More)