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Dive into the research topics where Pierre Bénard is active.

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Featured researches published by Pierre Bénard.


Computer Graphics Forum | 2011

State‐of‐the‐Art Report on Temporal Coherence for Stylized Animations

Pierre Bénard; Adrien Bousseau; Joëlle Thollot

Non‐photorealistic rendering (NPR) algorithms allow the creation of images in a variety of styles, ranging from line drawing and pen‐and‐ink to oil painting and watercolour. These algorithms provide greater flexibility, control and automation over traditional drawing and painting. Despite significant progress over the past 15 years, the application of NPR to the generation of stylized animations remains an active area of research. The main challenge of computer‐generated stylized animations is to reproduce the look of traditional drawings and paintings while minimizing distracting flickering and sliding artefacts present in hand‐drawn animations. These goals are inherently conflicting and any attempt to address the temporal coherence of stylized animations is a trade‐off. This state‐of‐the‐art report is motivated by the growing number of methods proposed in recent years and the need for a comprehensive analysis of the trade‐offs they propose. We formalize the problem of temporal coherence in terms of goals and compare existing methods accordingly. We propose an analysis for both line and region stylization methods and discuss initial steps towards their perceptual evaluation. The goal of our report is to help uninformed readers to choose the method that best suits their needs, as well as motivate further research to address the limitations of existing methods.


non-photorealistic animation and rendering | 2010

Self-similar texture for coherent line stylization

Pierre Bénard; Forrester Cole; Aleksey Golovinskiy; Adam Finkelstein

Stylized line rendering for animation has traditionally traded-off between two undesirable artifacts: stroke texture sliding and stroke texture stretching. This paper proposes a new stroke texture representation, the self-similar line artmap (SLAM), which avoids both these artifacts. SLAM textures provide continuous, infinite zoom while maintaining approximately constant appearance in screen-space, and can be produced automatically from a single exemplar. SLAMs can be used as drop-in replacements for conventional stroke textures in 2D illustration and animation. Furthermore, SLAMs enable a new, simple approach to temporally coherent rendering of 3D paths that is suitable for interactive applications. We demonstrate results for 2D and 3D animations.


eurographics | 2010

A dynamic noise primitive for coherent stylization

Pierre Bénard; Ares Lagae; Peter Vangorp; Sylvain Lefebvre; George Drettakis; Joëlle Thollot

We present a new solution for temporal coherence in non‐photorealistic rendering (NPR) of animations. Given the conflicting goals of preserving the 2D aspect of the style and the 3D scene motion, any such solution is a tradeoff. We observe that primitive‐based methods in NPR can be seen as texture‐based methods when using large numbers of primitives, leading to our key insight, namely that this process is similar to sparse convolution noise in procedural texturing. Consequently, we present a new primitive for NPR based on Gabor noise, that preserves the 2D aspect of noise, conveys the 3D motion of the scene, and is temporally continuous. We can thus use standard techniques from procedural texturing to create various styles, which we show for interactive NPR applications. We also present a user study to evaluate this and existing solutions, and to provide more insight in the trade‐off implied by temporal coherence. The results of the study indicate that maintaining coherent motion is important, but also that our new solution provides a good compromise between the 2D aspect of the style and 3D motion.


non photorealistic animation and rendering | 2012

Active strokes: coherent line stylization for animated 3D models

Pierre Bénard; Jingwan Lu; Forrester Cole; Adam Finkelstein; Joëlle Thollot

This paper presents a method for creating coherently animated line drawings that include strong abstraction and stylization effects. These effects are achieved with active strokes: 2D contours that approximate and track the lines of an animated 3D scene. Active strokes perform two functions: they connect and smooth unorganized line samples, and they carry coherent parameterization to support stylized rendering. Line samples are approximated and tracked using active contours (snakes) that automatically update their arrangment and topology to match the animation. Parameterization is maintained by brush paths that follow the snakes but are independent, permitting substantial shape abstraction without compromising fidelity in tracking. This approach renders complex models in a wide range of styles at interactive rates, making it suitable for applications like games and interactive illustrations.


ACM Transactions on Graphics | 2014

Computing smooth surface contours with accurate topology

Pierre Bénard; Aaron Hertzmann; Michael Kass

This article introduces a method for accurately computing the visible contours of a smooth 3D surface for stylization. This is a surprisingly difficult problem, and previous methods are prone to topological errors, such as gaps in the outline. Our approach is to generate, for each viewpoint, a new triangle mesh with contours that are topologically equivalent and geometrically close to those of the original smooth surface. The contours of the mesh can then be rendered with exact visibility. The core of the approach is Contour Consistency, a way to prove topological equivalence between the contours of two surfaces. Producing a surface tessellation that satisfies this property is itself challenging; to this end, we introduce a type of triangle that ensures consistency at the contour. We then introduce an iterative mesh generation procedure, based on these ideas. This procedure does not fully guarantee consistency, but errors are not noticeable in our experiments. Our algorithm can operate on any smooth input surface representation; we use Catmull-Clark subdivision surfaces in our implementation. We demonstrate results computing contours of complex 3D objects, on which our method eliminates the contour artifacts of other methods.


non photorealistic animation and rendering | 2017

Edge- and substrate-based effects for watercolor stylization

Santiago E. Montesdeoca; Hock Soon Seah; Pierre Bénard; Romain Vergne; Joëlle Thollot; Hans-Martin Rall; Davide Benvenuti

We investigate characteristic edge- and substrate-based effects for watercolor stylization. These two fundamental elements of painted art play a significant role in traditional watercolors and highly influence the pigments behavior and application. Yet a detailed consideration of these specific elements for the stylization of 3D scenes has not been attempted before. Through this investigation, we contribute to the field by presenting ways to emulate two novel effects: dry-brush and gaps & overlaps. By doing so, we also found ways to improve upon well-studied watercolor effects such as edge-darkening and substrate granulation. Finally, we integrated controllable external lighting influences over the watercolorized result, together with other previously researched watercolor effects. These effects are combined through a direct stylization pipeline to produce sophisticated watercolor imagery, which retains spatial coherence in object-space and is locally controllable in real-time.


Computer Graphics Forum | 2016

Multi-resolution meshes for feature-aware hardware tessellation

Thibaud Lambert; Pierre Bénard; Gaël Guennebaud

Hardware tessellation is de facto the preferred mechanism to adaptively control mesh resolution with maximal performances. However, owing to its fixed and uniform pattern, leveraging tessellation for feature‐aware LOD rendering remains a challenging problem. We relax this fundamental constraint by introducing a new spatial and temporal blending mechanism of tessellation levels, which is built on top of a novel hierarchical representation of multi‐resolution meshes. This mechanism allows to finely control topological changes so that vertices can be removed or added at the most appropriate location to preserve geometric features in a continuous and artifact‐free manner. We then show how to extend edge‐collapse based decimation methods to build feature‐aware multi‐resolution meshes that match the tessellation patterns. Our approach is fully compatible with current hardware tessellators and only adds a small overhead on memory consumption and tessellation cost.


international conference on computer graphics and interactive techniques | 2010

NPR Gabor noise for coherent stylization

Pierre Bénard; Ares Lagae; Peter Vangorp; Sylvain Lefebvre; George Drettakis; Joëlle Thollot

Stylized rendering algorithms, which aim at depicting 3D animated scenes with a pattern (i.e., watercolor pigments, strokes, paper grain, etc.), are facing the temporal coherence problem. To achieve successful temporal coherent stylization three constraints must be fulfilled: flatness (2D impression of the style), coherent motion (high correlation between the 3D motion field and the motion of the pattern) and temporal continuity (minimal changes from frame to frame). The conflicting nature of these goals implies that any solution to this problem is necessarily a compromise.


non photorealistic animation and rendering | 2018

MNPR: a framework for real-time expressive non-photorealistic rendering of 3D computer graphics

Santiago E. Montesdeoca; Hock Soon Seah; Amir Semmo; Pierre Bénard; Romain Vergne; Joëlle Thollot; Davide Benvenuti

We propose a framework for expressive non-photorealistic rendering of 3D computer graphics: MNPR. Our work focuses on enabling stylization pipelines with a wide range of control, thereby covering the interaction spectrum with real-time feedback. In addition, we introduce control semantics that allow cross-stylistic art-direction, which is demonstrated through our implemented watercolor, oil and charcoal stylizations. Our generalized control semantics and their style-specific mappings are designed to be extrapolated to other styles, by adhering to the same control scheme. We then share our implementation details by breaking down our framework and elaborating on its inner workings. Finally, we evaluate the usefulness of each level of control through a user study involving 20 experienced artists and engineers in the industry, who have collectively spent over 245 hours using our system. MNPR is implemented in Autodesk® Maya® and open-sourced through this publication, to facilitate adoption by artists and further development by the expressive research and development community.


international conference on computer graphics and interactive techniques | 2017

Direct 3D stylization pipelines

Santiago E. Montesdeoca; Hock Soon Seah; Davide Benvenuti; Pierre Bénard; Hans-Martin Rall; Joëlle Thollot; Romain Vergne

Using 3D computer graphics to emulate watercolor presents a special challenge. Complex stylizations are commonly processed offline, by combining multiple passes in compositing, where art directing is slow and non-intuitive because the stylized result is not immediate.

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Davide Benvenuti

Nanyang Technological University

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Hock Soon Seah

Nanyang Technological University

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Santiago E. Montesdeoca

Nanyang Technological University

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Ares Lagae

Katholieke Universiteit Leuven

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Hans-Martin Rall

Nanyang Technological University

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