Stéphane Grabli

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We introduce an image-based method for modeling a specific subject’s hair. The principle of the approach is to study the variations of hair illumination under controlled illumination. The use of a stationary viewpoint and the assumption that the subject is still allows us to work with perfectly registered images: all pixels in an image sequence represent(More)
This article introduces a programmable approach to nonphotorealistic line drawings from 3D models, inspired by programmable shaders in traditional rendering. This approach relies on the assumption generally made in NPR that style attributes (color, thickness, etc.) are chosen depending on generic properties of the scene such as line characteristics or depth(More)
Code for the Guiding Lines Style Module We show here the python code of the style module that was used the for the “Guiding Lines” layer of Fig. 4 in the paper. The main aspects of this style module are the recursive split used to make strokes start and stop at points of highest curvature and the shader that displaces the vertices of the stroke along its(More)
We present an approach for clutter control in NPR line drawing where measures of view and drawing complexity drive the simplification or omission of lines. We define two types of density information: the a-priori density and the causal density, and use them to control which parts of a drawing need simplification. The a-priori density is a measure of the(More)
One subtle artifact which still often reveals the synthetic nature of a digital creature on screen is the stretching of a supposedly rigid feature, such as a dinosaur scale or a callus, under deformation. We introduce a technique which attempts to preserve the shape of user-defined features when a 3D mesh deforms. Our approach makes no restriction on the(More)
Introduction: The goal of our work is to develop a scalable method for egomotion and environment capture. Existing methods for simultaneous localization and mapping (SLAM) and Structure from Motion (SFM) can perform well in local, small-scale regions, but struggle when applied to larger environments. The concurrent recovery of scene structure and the sensor(More)
This paper introduces a procedural approach to non-photorealistic line drawing from 3D models. The approach is inspired both by procedural shaders in classical rendering and by the power of procedural modeling. We propose a new image creation model where all operations are controlled procedurally. A view map describing all relevant support lines in the(More)
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