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Fabrice Neyret
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- affiliation: IMAG, Grenoble, France
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2020 – today
- 2024
- [j22]Antoine Richermoz, Fabrice Neyret:
GigaVoxels DP: Starvation-Less Render and Production for Large and Detailed Volumetric Worlds Walkthrough. Proc. ACM Comput. Graph. Interact. Tech. 7(3): 42:1-42:11 (2024) - 2022
- [j21]Maud Lastic, Damien Rohmer, Guillaume Cordonnier, Claude Jaupart, Fabrice Neyret, Marie-Paule Cani:
Interactive simulation of plume and pyroclastic volcanic ejections. Proc. ACM Comput. Graph. Interact. Tech. 5(1): 4:1-4:15 (2022) - 2020
- [j20]Thibault Tricard, Vincent Tavernier, Cédric Zanni, Jonàs Martínez, Pierre-Alexandre Hugron, Fabrice Neyret, Sylvain Lefebvre:
Freely orientable microstructures for designing deformable 3D prints. ACM Trans. Graph. 39(6): 211:1-211:16 (2020)
2010 – 2019
- 2019
- [j19]Thibault Tricard, Semyon Efremov, Cédric Zanni, Fabrice Neyret, Jonàs Martínez, Sylvain Lefebvre:
Procedural phasor noise. ACM Trans. Graph. 38(4): 57:1-57:13 (2019) - [c35]Vincent Tavernier, Fabrice Neyret, Romain Vergne, Joëlle Thollot:
Making Gabor Noise Fast and Normalized. Eurographics (Short Papers) 2019: 37-40 - 2018
- [j18]Guillaume Loubet, Fabrice Neyret:
A new microflake model with microscopic self-shadowing for accurate volume downsampling. Comput. Graph. Forum 37(2): 111-121 (2018) - [j17]Eric Heitz, Fabrice Neyret:
High-Performance By-Example Noise using a Histogram-Preserving Blending Operator. Proc. ACM Comput. Graph. Interact. Tech. 1(2): 31:1-31:25 (2018) - 2017
- [j16]Guillaume Loubet, Fabrice Neyret:
Hybrid mesh-volume LoDs for all-scale pre-filtering of complex 3D assets. Comput. Graph. Forum 36(2): 431-442 (2017) - [c34]Prashant Goswami, Fabrice Neyret:
Real-time Landscape-size Convective Clouds Simulation and Rendering. VRIPHYS 2017: 1-8 - 2015
- [c33]Prashant Goswami, Fabrice Neyret:
Real-time landscape-size convective clouds simulation. I3D 2015: 135 - 2014
- [j15]Eric Heitz, Derek Nowrouzezahrai, Pierre Poulin, Fabrice Neyret:
Filtering Non-Linear TransferFunctions on Surfaces. IEEE Trans. Vis. Comput. Graph. 20(7): 996-1008 (2014) - 2013
- [j14]Jonathan Dupuy, Eric Heitz, Jean-Claude Iehl, Pierre Poulin, Fabrice Neyret, Victor Ostromoukhov:
Linear efficient antialiased displacement and reflectance mapping. ACM Trans. Graph. 32(6): 211:1-211:11 (2013) - [c32]Eric Heitz, Derek Nowrouzezahrai, Pierre Poulin, Fabrice Neyret:
Filtering color mapped textures and surfaces. I3D 2013: 129-136 - 2012
- [j13]Eric Bruneton, Fabrice Neyret:
Real-time Realistic Rendering and Lighting of Forests. Comput. Graph. Forum 31(2pt1): 373-382 (2012) - [j12]Eric Bruneton, Fabrice Neyret:
A Survey of Nonlinear Prefiltering Methods for Efficient and Accurate Surface Shading. IEEE Trans. Vis. Comput. Graph. 18(2): 242-260 (2012) - [c31]Eric Heitz, Fabrice Neyret:
Representing Appearance and Pre-filtering Subpixel Data in Sparse Voxel Octrees. High Performance Graphics 2012: 125-134 - 2011
- [j11]Cyril Crassin, Fabrice Neyret, Miguel Sainz, Simon Green, Elmar Eisemann:
Interactive Indirect Illumination Using Voxel Cone Tracing. Comput. Graph. Forum 30(7): 1921-1930 (2011) - [j10]Qizhi Yu, Fabrice Neyret, Anthony Steed:
Feature-based vector simulation of water waves. Comput. Animat. Virtual Worlds 22(2-3): 91-98 (2011) - [j9]Qizhi Yu, Fabrice Neyret, Eric Bruneton, Nicolas Holzschuch:
Lagrangian Texture Advection: Preserving both Spectrum and Velocity Field. IEEE Trans. Vis. Comput. Graph. 17(11): 1612-1623 (2011) - [c30]Cyril Crassin, Fabrice Neyret, Miguel Sainz, Simon Green, Elmar Eisemann:
Interactive indirect illumination using voxel cone tracing: a preview. SI3D 2011: 207 - [c29]Cyril Crassin, Fabrice Neyret, Miguel Sainz, Simon Green, Elmar Eisemann:
Interactive indirect illumination using voxel-based cone tracing: an insight. SIGGRAPH Talks 2011: 20 - 2010
- [j8]Eric Bruneton, Fabrice Neyret, Nicolas Holzschuch:
Real-time Realistic Ocean Lighting using Seamless Transitions from Geometry to BRDF. Comput. Graph. Forum 29(2): 487-496 (2010) - [p1]Cyril Crassin, Fabrice Neyret, Miguel Sainz, Elmar Eisemann:
Efficient Rendering of Highly Detailed Volumetric Scenes with Giga Voxels. GPU Pro 2010: 643-677
2000 – 2009
- 2009
- [j7]Qizhi Yu, Fabrice Neyret, Eric Bruneton, Nicolas Holzschuch:
Scalable real-time animation of rivers. Comput. Graph. Forum 28(2): 239-248 (2009) - [j6]Philippe Decaudin, Fabrice Neyret:
Volumetric Billboards. Comput. Graph. Forum 28(8): 2079-2089 (2009) - [c28]Cyril Crassin, Fabrice Neyret, Sylvain Lefebvre, Elmar Eisemann:
GigaVoxels: ray-guided streaming for efficient and detailed voxel rendering. SI3D 2009: 15-22 - [c27]Cyril Crassin, Fabrice Neyret, Sylvain Lefebvre, Miguel Sainz, Elmar Eisemann:
Beyond triangles: gigavoxels effects in video games. SIGGRAPH Posters 2009 - [c26]Cyril Crassin, Fabrice Neyret, Sylvain Lefebvre, Miguel Sainz, Elmar Eisemann:
Beyond triangles: gigavoxels effects in video games. SIGGRAPH Talks 2009 - 2008
- [j5]Eric Bruneton, Fabrice Neyret:
Real-Time Rendering and Editing of Vector-based Terrains. Comput. Graph. Forum 27(2): 311-320 (2008) - [j4]Eric Bruneton, Fabrice Neyret:
Precomputed Atmospheric Scattering. Comput. Graph. Forum 27(4): 1079-1086 (2008) - [c25]Antoine Bouthors, Fabrice Neyret, Nelson Max, Eric Bruneton, Cyril Crassin:
Interactive multiple anisotropic scattering in clouds. SI3D 2008: 173-182 - 2007
- [j3]Adrien Bousseau, Fabrice Neyret, Joëlle Thollot, David Salesin:
Video watercolorization using bidirectional texture advection. ACM Trans. Graph. 26(3): 104 (2007) - 2006
- [c24]Maud Marchal, Peggy Provent, Frédéric Ruyer, Pirouz Djoharian, Fabrice Neyret:
Computer-Assisted Teaching in Class Situation: A High-School Math Lab on Vectors. Edutainment 2006: 281-290 - [c23]Antoine Bouthors, Fabrice Neyret, Sylvain Lefebvre:
Real-time Realistic Illumination and Shading of Stratiform Clouds. NPH 2006: 41-50 - [c22]Alexis Angelidis, Fabrice Neyret, Karan Singh, Derek Nowrouzezahrai:
A controllable, fast and stable basis for vortex based smoke simulation. Symposium on Computer Animation 2006: 25-32 - [c21]Jean Combaz, Fabrice Neyret:
Semi-Interactive Morphogenesis. SMI 2006: 35 - 2005
- [c20]Guillaume Gilet, Alexandre Meyer, Fabrice Neyret:
Point-based Rendering of Trees. NPH 2005: 67-72 - [c19]Alexis Angelidis, Fabrice Neyret:
Simulation of smoke based on vortex filament primitives. Symposium on Computer Animation 2005: 87-96 - [c18]Sylvain Lefebvre, Samuel Hornus, Fabrice Neyret:
Texture sprites: texture elements splatted on surfaces. SI3D 2005: 163-170 - 2004
- [c17]Antoine Bouthors, Fabrice Neyret:
Modeling clouds shape. Eurographics (Short Presentations) 2004 - [c16]Philippe Decaudin, Fabrice Neyret:
Packing Square Tiles into One Texture. Eurographics (Short Presentations) 2004 - [c15]Philippe Decaudin, Fabrice Neyret:
Rendering Forest Scenes in Real-Time. Rendering Techniques 2004: 93-102 - [c14]Florent Cohen, Philippe Decaudin, Fabrice Neyret:
GPU-based lighting and shadowing of complex natural scenes. SIGGRAPH Posters 2004: 91 - 2003
- [c13]Fabrice Neyret:
Advected textures. Symposium on Computer Animation 2003: 147-153 - [c12]Sylvain Lefebvre, Fabrice Neyret:
Pattern based procedural textures. SI3D 2003: 203-212 - 2002
- [j2]Fabrice Neyret, Raphael Heiss, Franck Senegas:
Realistic rendering of an organ surface in real-time for laparoscopic surgery simulation. Vis. Comput. 18(3): 135-149 (2002) - [c11]Jean Combaz, Fabrice Neyret:
Painting Folds Using Expansion Textures. PG 2002: 176-183 - [c10]Sylvain Lefebvre, Fabrice Neyret:
Synthesizing Bark. Rendering Techniques 2002: 105-116 - [c9]Damien Hinsinger, Fabrice Neyret, Marie-Paule Cani:
Interactive animation of ocean waves. Symposium on Computer Animation 2002: 161-166 - 2001
- [b1]Fabrice Neyret:
Complexité Naturelle et Synthèse d'Images. (Natural Complexity and Computer Graphics). Joseph Fourier University, Grenoble, France, 2001 - [c8]Alexandre Meyer, Fabrice Neyret, Pierre Poulin:
Interactive Rendering of Trees with Shading and Shadows. Rendering Techniques 2001: 183-196 - 2000
- [c7]Alexandre Meyer, Fabrice Neyret:
Multiscale Shaders for the Efficient Realistic Rendering of Pine-Trees. Graphics Interface 2000: 137-144
1990 – 1999
- 1999
- [c6]Jean-Christophe Lombardo, Marie-Paule Cani, Fabrice Neyret:
Real-Time Collision Detection for Virtual Surgery. CA 1999: 82- - [c5]Dan Stora, Pierre-Olivier Agliati, Marie-Paule Cani, Fabrice Neyret, Jean-Dominique Gascuel:
Animating Lava Flows. Graphics Interface 1999: 203-210 - [c4]Fabrice Neyret, Marie-Paule Cani:
Pattern-Based Texturing Revisited. SIGGRAPH 1999: 235-242 - 1998
- [j1]Fabrice Neyret:
Modeling, Animating, and Rendering Complex Scenes Using Volumetric Textures. IEEE Trans. Vis. Comput. Graph. 4(1): 55-70 (1998) - [c3]Alexandre Meyer, Fabrice Neyret:
Interactive Volumetric Textures. Rendering Techniques 1998: 157-168 - 1997
- [c2]Fabrice Neyret:
Qualitative Simulation of Convective Cloud Formation and Evolution. Computer Animation and Simulation 1997: 113-124 - 1996
- [c1]Fabrice Neyret:
Synthesizing Verdant Landscapes using Volumetric Textures. Rendering Techniques 1996: 215-224
Coauthor Index
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last updated on 2024-10-09 21:29 CEST by the dblp team
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