Stéphane Mérillou

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In this paper, we present a framework for representing complex terrains with such features as overhangs, arches and caves and including different materials such as sand and rocks. Our hybrid model combines a volumetric discrete data structure that stores the different materials and an implicit representation for sculpting and reconstructing the surface of(More)
Weathering phenomena represent a topic of growing interest in computer graphics, and corrosion reactions are of great importance since they affect a large number of different fields. Previous investigations have essentially dealt with the modeling and rendering of metallic pati-nas. We propose an approach based on simple physical characteristics to simulate(More)
Individually visible scratches, also called isolated scratches, are very common in real world surfaces. Although their microgeometry is not visible, they are individually perceptible by the human eye, lying into a representation scale between BRDF and texture. In order to simulate this kind of scratches in synthetic images we need to know their position(More)
In this paper, we present a tiling method for generating piles of rocks without any computationally demanding physically-based simulation. Previous techniques rely on a periodic tiling of rocks and generate unrealistic repetitive patterns. In contrast, our approach relies on a modified corner cube algorithm to generate a set of aperiodic tiles. We(More)
This paper presents a physically based method for simulating the heat transfers between the different environmental elements to synthesize realistic winter sceneries. We simulate the snow fall over the ground, as well as the conductive, convective and radiative thermal transfers using a finite volume method according to the variations of air and dew point(More)
Figure 1: Scene with several grooved surfaces simulated using our approach. Upper left: Cross-sections of the different grooves. Abstract This paper presents a method for the accurate rendering of path-based surface details such as grooves, scratches and similar features. The method is based on a continuous representation of the features in texture space,(More)