{"@attributes":{"version":"2.0"},"channel":{"title":"Unity Grenoble","description":"Unofficial website for Unity Grenoble team. We reference here our news, projects, and publications.\n","link":"https:\/\/unity-grenoble.github.io\/website\/","pubDate":"Wed, 19 Apr 2023 13:32:04 +0000","lastBuildDate":"Wed, 19 Apr 2023 13:32:04 +0000","generator":"Jekyll v3.9.3","item":[{"title":"Htex: Per-Halfedge Texturing for Abritrary Mesh Topologies","description":"<h2 id=\"abstract\">Abstract<\/h2>\n<p>We introduce per-halfedge texturing (Htex) a GPU-friendly method for texturing arbitrary polygon-meshes without an explicit parameterization. Htex builds upon the insight that halfedges encode an intrinsic triangulation for polygon meshes, where each halfedge spans a unique triangle with direct adjacency information. Rather than storing a separate texture per face of the input mesh as is done by previous parameterization-free texturing methods, Htex stores a square texture for each halfedge and its twin. We show that this simple change from face to halfedge induces two important properties for high performance parameterization-free texturing. First, Htex natively supports arbitrary polygons without requiring dedicated code for, e.g, non-quad faces. Second, Htex leads to a straightforward and efficient GPU implementation that uses only three texture-fetches per halfedge to produce continuous texturing across the entire mesh. We demonstrate the effectiveness of Htex by rendering production assets in real time.<\/p>\n","pubDate":"Tue, 12 Jul 2022 00:00:00 +0000","link":"https:\/\/unity-grenoble.github.io\/website\/publication\/2022\/07\/12\/texture_htex.html","guid":"https:\/\/unity-grenoble.github.io\/website\/publication\/2022\/07\/12\/texture_htex.html","category":["published","publication"]},{"title":"A Data-Driven Paradigm for Precomputed Radiance Transfer","description":"<h2 id=\"abstract\">Abstract<\/h2>\n<p>In this work, we explore a change of paradigm to build <em>Precomputed Radiance Transfer<\/em> (PRT) methods in a data-driven way. This paradigm shift allows us to alleviate the difficulties of building traditional PRT methods such as defining a reconstruction basis, coding a dedicated path tracer to compute a transfer function, etc. Our objective is to pave the way for Machine Learned methods by providing a simple baseline algorithm. More specifically, we demonstrate real-time rendering of indirect illumination in hair and surfaces from a few measurements of direct lighting. We build our baseline from pairs of direct and indirect illumination renderings using only standard tools such as Singular Value Decomposition (SVD) to extract both the reconstruction basis and transfer function.<\/p>\n","pubDate":"Tue, 12 Jul 2022 00:00:00 +0000","link":"https:\/\/unity-grenoble.github.io\/website\/publication\/2022\/07\/12\/rendering-data-driven-prt.html","guid":"https:\/\/unity-grenoble.github.io\/website\/publication\/2022\/07\/12\/rendering-data-driven-prt.html","category":["published","publication"]},{"title":"A Halfedge Refinement Rule for Parallel Loop Subdivision ","description":{"0":"\n"},"pubDate":"Wed, 13 Apr 2022 00:00:00 +0000","link":"https:\/\/unity-grenoble.github.io\/website\/publication\/2022\/04\/13\/loop.html","guid":"https:\/\/unity-grenoble.github.io\/website\/publication\/2022\/04\/13\/loop.html","category":["published","publication"]},{"title":"Bringing Linearly Transformed Cosines to Anisotropic GGX","description":{"0":"\n"},"pubDate":"Wed, 13 Apr 2022 00:00:00 +0000","link":"https:\/\/unity-grenoble.github.io\/website\/publication\/2022\/04\/13\/brdf-ltc-aniso.html","guid":"https:\/\/unity-grenoble.github.io\/website\/publication\/2022\/04\/13\/brdf-ltc-aniso.html","category":["published","publication"]},{"title":"Rendering Layered Materials with Diffuse Interfaces","description":{"0":"\n"},"pubDate":"Wed, 13 Apr 2022 00:00:00 +0000","link":"https:\/\/unity-grenoble.github.io\/website\/publication\/2022\/04\/13\/brdf-layered-diffuse.html","guid":"https:\/\/unity-grenoble.github.io\/website\/publication\/2022\/04\/13\/brdf-layered-diffuse.html","category":["published","publication"]},{"title":"Visually-Uniform Reparametrization of Material Appearance through Density Redistribution","description":"<p>In this work, we tackle the question of how to parameterize a material model (or more generically a model) such that changing one of its parameters will change the output <em>linearly<\/em> for the viewer. If it is possible to measure the amount of visual change for any small change of the parameter, then we show that building a linear parameterization is akin to inverting the cumulative difference function (integral of visual change over the range of the parameter).<\/p>\n\n<center>\n<img width=\"80%\" src=\"\/website\/images\/projects\/brdf_linear_space\/framework.png\" \/>\n<\/center>\n\n<p>With this framework and with a proper visual change function, one can linearize any material model\u2019s parameters. For example, we provide three examples of reparameterization for roughness, edge-tint and sheen.<\/p>\n\n<center>\n<img width=\"60%\" src=\"\/website\/images\/projects\/brdf_linear_space\/result.png\" \/>\n<\/center>\n\n<p>But we also show that visual change functions are hard to find. For example, even perceptual metrics that are learned from human subjects do not produce a consistent parameterization depending on the lighting conditions. While this is expected as human perception depends on the frequency content of the illumination, it makes it even harded to build generic linear parameterizations that are based on human vision (if not impossible).<\/p>\n","pubDate":"Fri, 01 Oct 2021 00:00:00 +0000","link":"https:\/\/unity-grenoble.github.io\/website\/publication\/2021\/10\/01\/techreport-brdf_linear-param.html","guid":"https:\/\/unity-grenoble.github.io\/website\/publication\/2021\/10\/01\/techreport-brdf_linear-param.html","category":["techreport","publication"]},{"title":"Experimenting With Concurrent Binary Trees for Large-scale Terrain Rendering","description":"<!-- With the `url_outside` tag, I can reference an outside blog \/ website -->\n","pubDate":"Tue, 10 Aug 2021 00:00:00 +0000","link":"https:\/\/unity-grenoble.github.io\/website\/publication\/2021\/08\/10\/siggraph-course-cbt.html","guid":"https:\/\/unity-grenoble.github.io\/website\/publication\/2021\/08\/10\/siggraph-course-cbt.html","category":["published","publication"]},{"title":"Lessons Learned and Improvements when Building Screen-Space Samplers with Blue-Noise Error Distribution","description":"<!-- With the `url_outside` tag, I can reference an outside blog \/ website -->\n","pubDate":"Thu, 24 Jun 2021 00:00:00 +0000","link":"https:\/\/unity-grenoble.github.io\/website\/publication\/2021\/06\/24\/sampling_bluenoise_sig21.html","guid":"https:\/\/unity-grenoble.github.io\/website\/publication\/2021\/06\/24\/sampling_bluenoise_sig21.html","category":["published","publication"]},{"title":"Passing Multi-Channel Material Textures to a 3-Channel Loss","description":"<!-- With the `url_outside` tag, I can reference an outside blog \/ website -->\n","pubDate":"Thu, 24 Jun 2021 00:00:00 +0000","link":"https:\/\/unity-grenoble.github.io\/website\/publication\/2021\/06\/24\/3channels_loss.html","guid":"https:\/\/unity-grenoble.github.io\/website\/publication\/2021\/06\/24\/3channels_loss.html","category":["published","publication"]},{"title":"A Halfedge Refinement Rule for Parallel Catmull-Clark Subdivision","description":"<!-- With the `url_outside` tag, I can reference an outside blog \/ website -->\n","pubDate":"Fri, 04 Jun 2021 00:00:00 +0000","link":"https:\/\/unity-grenoble.github.io\/website\/publication\/2021\/06\/04\/parallel_catmull_clark.html","guid":"https:\/\/unity-grenoble.github.io\/website\/publication\/2021\/06\/04\/parallel_catmull_clark.html","category":["published","publication"]}]}}