Lilian Aveneau

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Rendering high quality soft shadows from area light sources is necessary to increase the level of realism. Quality soft shadows are closely related to the visibility computation. An accurate visibility information will improve the shadows realism. However, this remains a challenging problem since even small visibility approximations can lead to unacceptable(More)
The purpose of this paper is to describe the results of a CDMA digital transmission simulation in terms of quality, based on deterministic modeling of the propagation channel. This modeling allows a fast computation of the channel Power Delay Profile (PDP), which is the common input of a digital transmission system. Thus, the harmful impact of the channel(More)
Many rendering systems rely on spherical harmonics or wavelets that provide a mean to solve the rendering equation using scalar products. In addition, these basis of functions may represent hemispherical lighting, visibility and reflectance with a small number of coefficients. However, their use requires the projection of each term of the rendering(More)
This chapter introduces global visibility computation using Grassmann Algebra. Visibility computation is a fundamental task in computer graphics, as in many other scientific domains. While it is well understood in two dimensions, this does not remain true in higher dimensional spaces. Grassmann Algebra allows to think about visibility at a high level of(More)
This paper presents a new software for design of through-the-wall imaging radars. The first part describes the evolution of a ray tracing simulator, originally designed for propagation of narrowband signals, and then for ultra-wideband signals. This simulator allows to obtain temporal channel response to a wide-band emitter (3 GHz to 10 GHz). An(More)
This paper presents a new method to compute exact from-polygon visibility, as well as a possible application to the calculation of high quality ambient occlusion. The starting point of this work is a theoretical framework which allows to group lines together according to the geometry they intersect. By applying this study in the context of from-polygon(More)
This paper presents a novel approach to compute high quality and noise-free soft shadows using exact visibility computations. This work relies on a theoretical framework allowing to group lines according to the geometry they intersect. From this study, we derive a new algorithm encoding lazily the visibility from a polygon. Contrary to previous works on(More)