Pascal Lecocq
Technicolor
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Publication
Featured researches published by Pascal Lecocq.
interactive 3d graphics and games | 2013
Pascal Lecocq; Jean-Eudes Marvie; Gael Sourimant; Pascal Gautron
The limited resolution of shadow maps may result in erroneous shadowing, yielding artificially jagged edges (Figure 1) and temporally crawling shadows even using perspective optimization techniques. Dai et al. [2008] propose an explicit storage of geometry within shadow map texels to avoid aliasing. Each texel stores the coordinates of the closest triangle only, potentially leading to false negatives in the intersection computation while incurring large memory consumption. These artifacts are reduced by intersecting the triangles stored in numerous neighboring texels, resulting in significant performance hit while still missing some intersections. We introduce Sub-Pixel Shadow Maps (SPSM) for real-time shadow mapping with sub-pixel precision. Our technique is based on the storage of a fixed-size partial representation of the scene geometry using conservative rasterization, combined with an original reconstruction of shadow edges.
interactive 3d graphics and games | 2015
Pascal Lecocq; Arthur Dufay; Gael Sourimant; Jean-Eudes Marvie
Accurate real-time rendering of specular surfaces is a challenging task when considering area light source illumination. The difficulty resides in the evaluation of a surface integral for which no practical solution exists except using expensive Monte Carlo methods. Recent techniques like the most representative point approach [Drobot 2014] alleviate this problem but make some accuracy trade-off to achieve real-time performance. We introduce analytic approximations for accurate real-time rendering of specular surfaces illuminated by polygonal light sources. Our solution is based on a reformulation of the contour integral [Arvo 1995] we approximate analytically with simple peak functions. In addition, using simple geometric operations, we extend the solution to handle more physically plausible BRDFs. Our solution works without any assumption on light source shape nor surface roughness, bringing real-time performances with a quality close to the ground truth.
international conference on 3d web technology | 2011
Jean-Eudes Marvie; Pascal Gautron; Pascal Lecocq; Olivier Mocquard; François Gérard
As the trend of online multi-user worlds gets more and more momentum, such worlds usually require heavy infrastructures both in terms of hardware and software: servers often manage the entire world simulation, and hence limit the number of simultaneous connections. The data exchanges are performed using proprietary protocols, requiring specific server applications and the use of dedicated ports which leads to potentially complex proxy issues for connection. Also, online virtual worlds usually target specific platforms (e.g. PC for Second Life, or game stations for Playstation Home), and even reduce the use of the world to a subset of available platforms due to bandwidth or hardware requirements.
Computer Graphics Forum | 2013
Pascal Gautron; Cyril Delalandre; Jean-Eudes Marvie; Pascal Lecocq
We introduce Boundary-Aware Extinction Maps for interactive rendering of massive heterogeneous volumetric datasets. Our approach is based on the projection of the extinction along light rays into a boundary-aware function space, focusing on the most relevant sections of the light paths. This technique also provides an alternative representation of the set of participating media, allowing scattering simulation methods to be applied on arbitrary volume representations. Combined with a simple out-of-core rendering framework, Boundary-Aware Extinction Maps are valuable tools for interactive applications as well as production previsualization and rendering.
IEEE Transactions on Visualization and Computer Graphics | 2017
Pascal Lecocq; Arthur Dufay; Gael Sourimant; Jean-Eudes Marvie
We introduce analytic approximations for accurate real-time rendering of surfaces lit by non-occluded area light sources. Our solution leverages the Irradiance Tensors developed by Arvo for the shading of Phong surfaces lit by a polygonal light source. Using a reformulation of the 1D boundary edge integral, we develop a general framework for approximating and evaluating the integral in constant time using simple peak shape functions. To overcome the Phong restriction, we propose a low cost edge splitting strategy that accounts for the spherical warp introduced by the half vector parametrization. Thanks to this novel extension, we accurately approximate common microfacet BRDFs, providing a practical method producing specular stretches that closely match the ground truth in real-time. Finally, using the same approximation framework, we introduce support for spherical and disc area light sources, based on an original polygon spinning method supporting non-uniform scaling operations and horizon clipping. Implemented on a GPU, our method achieves real-time performances without any assumption on area light shape nor surface roughness.
international conference on computer graphics and interactive techniques | 2012
Pascal Gautron; Cyril Delalandre; Jean-Eudes Marvie; Pascal Lecocq
The simulation of the lighting effects produced by the interaction of participating media with the light contributes to the production of visually compelling effects such as translucence and volumetric shadowing. However, the complex inner structure of participating media requires vast amounts of memory for storage and costly computations for rendering.
international conference on computer graphics and interactive techniques | 2018
Alejandro Conty Estevez; Pascal Lecocq
Environment maps have been used for decades in production path-tracers to recreate ambient lighting conditions captured from real world scenes. Stochastic sampling of the radiance integral can be very challenging however, as both the BSDF and the environment can have strong peaks that are not aligned with each other. Multiple importance sampling (MIS) between the environment and the BSDF is a common way to reduce variance by re-weighting each estimator, but can still result in wasted samples. Product importance sampling is an effective way to reduce the variance by drawing samples using a probability distribution built from the product of the BSDF and the environment map. To our knowledge, the most practical product sampling technique [Clarberg and Akenine-Möller 2008] is still relatively costly for production rendering because it approximates the BSDF by a sparse quad-tree built on the fly from a few hundred BSDF samples. Due to the high complexity of the multi-lobed models used in film rendering, this cost can be prohibitive.
international conference on computer graphics and interactive techniques | 2016
Arthur Dufay; Pascal Lecocq; Romain Pacanowski; Jean-Eudes Marvie; Xavier Granier
Monte-Carlo integration techniques for global illumination are popular on GPUs thanks to their massive parallel architecture, but efficient implementation remains challenging. The use of randomly decorrelated low-discrepancy sequences in the path-tracing algorithm allows faster visual convergence. However, the parallel tracing of incoherent rays often results in poor memory cache utilization, reducing the ray bandwidth efficiency. Interleaved sampling [Keller et al. 2001] partially solves this problem, by using a small set of distributions split in coherent ray-tracing passes, but the solution is prone to structured noise. On the other hand, ray-reordering methods [Pharr et al. 1997] group stochastic rays into coherent ray packets but their implementation add an additional sorting cost on the GPU [Moon et al. 2010] [Garanzha and Loop 2010].
Archive | 2014
Pascal Lecocq; Pascal Gautron; Jean-Eudes Marvie
Archive | 2014
Pascal Lecocq; Pascal Gautron; Jean-Eudes Marvie