Fabrice Neyret

Affiliations:
  • IMAG, Grenoble, France


According to our database1, Fabrice Neyret authored at least 57 papers between 1996 and 2022.

Collaborative distances:
  • Dijkstra number2 of four.
  • Erdős number3 of four.

Timeline

Legend:

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PhD thesis 
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Links

Online presence:

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Bibliography

2022
Interactive simulation of plume and pyroclastic volcanic ejections.
Proc. ACM Comput. Graph. Interact. Tech., 2022

2020
Freely orientable microstructures for designing deformable 3D prints.
ACM Trans. Graph., 2020

2019
Procedural phasor noise.
ACM Trans. Graph., 2019

Making Gabor Noise Fast and Normalized.
Proceedings of the 40th Annual Conference of the European Association for Computer Graphics, 2019

2018
High-Performance By-Example Noise using a Histogram-Preserving Blending Operator.
Proc. ACM Comput. Graph. Interact. Tech., 2018

A new microflake model with microscopic self-shadowing for accurate volume downsampling.
Comput. Graph. Forum, 2018

2017
Hybrid mesh-volume LoDs for all-scale pre-filtering of complex 3D assets.
Comput. Graph. Forum, 2017

Real-time Landscape-size Convective Clouds Simulation and Rendering.
Proceedings of the VRIPHYS 2017 : 13th Workshop on Virtual Reality Interaction and Physical Simulation, 2017

2015
Real-time landscape-size convective clouds simulation.
Proceedings of the 19th Symposium on Interactive 3D Graphics and Games, San Francisco, CA, USA, February 27, 2015

2014
Filtering Non-Linear TransferFunctions on Surfaces.
IEEE Trans. Vis. Comput. Graph., 2014

2013
Linear efficient antialiased displacement and reflectance mapping.
ACM Trans. Graph., 2013

Filtering color mapped textures and surfaces.
Proceedings of the Symposium on Interactive 3D Graphics and Games, 2013

2012
A Survey of Nonlinear Prefiltering Methods for Efficient and Accurate Surface Shading.
IEEE Trans. Vis. Comput. Graph., 2012

Real-time Realistic Rendering and Lighting of Forests.
Comput. Graph. Forum, 2012

Representing Appearance and Pre-filtering Subpixel Data in Sparse Voxel Octrees.
Proceedings of the EUROGRAPHICS Conference on High Performance Graphics 2012, 2012

2011
Lagrangian Texture Advection: Preserving both Spectrum and Velocity Field.
IEEE Trans. Vis. Comput. Graph., 2011

Feature-based vector simulation of water waves.
Comput. Animat. Virtual Worlds, 2011

Interactive Indirect Illumination Using Voxel Cone Tracing.
Comput. Graph. Forum, 2011

Interactive indirect illumination using voxel-based cone tracing: an insight.
Proceedings of the International Conference on Computer Graphics and Interactive Techniques, 2011

Interactive indirect illumination using voxel cone tracing: a preview.
Proceedings of the Symposium on Interactive 3D Graphics and Games, 2011

2010
Real-time Realistic Ocean Lighting using Seamless Transitions from Geometry to BRDF.
Comput. Graph. Forum, 2010

Efficient Rendering of Highly Detailed Volumetric Scenes with Giga Voxels.
Proceedings of the GPU Pro - Advanced Rendering Techniques., 2010

2009
Scalable real-time animation of rivers.
Comput. Graph. Forum, 2009

Volumetric Billboards.
Comput. Graph. Forum, 2009

Beyond triangles: gigavoxels effects in video games.
Proceedings of the International Conference on Computer Graphics and Interactive Techniques, 2009

GigaVoxels: ray-guided streaming for efficient and detailed voxel rendering.
Proceedings of the 2009 Symposium on Interactive 3D Graphics, 2009

2008
Precomputed Atmospheric Scattering.
Comput. Graph. Forum, 2008

Real-Time Rendering and Editing of Vector-based Terrains.
Comput. Graph. Forum, 2008

Interactive multiple anisotropic scattering in clouds.
Proceedings of the 2008 Symposium on Interactive 3D Graphics, 2008

2007
Video watercolorization using bidirectional texture advection.
ACM Trans. Graph., 2007

2006
Semi-Interactive Morphogenesis.
Proceedings of the 2006 International Conference on Shape Modeling and Applications (SMI 2006), 2006

A controllable, fast and stable basis for vortex based smoke simulation.
Proceedings of the 2006 ACM SIGGRAPH/Eurographics Symposium on Computer Animation, 2006

Real-time Realistic Illumination and Shading of Stratiform Clouds.
Proceedings of the Eurographics Workshop on Natural Phenomena, 2006

Computer-Assisted Teaching in Class Situation: A High-School Math Lab on Vectors.
Proceedings of the Technologies for E-Learning and Digital Entertainment, 2006

2005
Texture sprites: texture elements splatted on surfaces.
Proceedings of the 2005 Symposium on Interactive 3D Graphics, 2005

Simulation of smoke based on vortex filament primitives.
Proceedings of the 2005 ACM SIGGRAPH/Eurographics Symposium on Computer Animation, 2005

Point-based Rendering of Trees.
Proceedings of the Eurographics Workshop on Natural Phenomena, 2005

2004
GPU-based lighting and shadowing of complex natural scenes.
Proceedings of the International Conference on Computer Graphics and Interactive Techniques, 2004

Rendering Forest Scenes in Real-Time.
Proceedings of the 15th Eurographics Workshop on Rendering Techniques, 2004

Packing Square Tiles into One Texture.
Proceedings of the 25th Annual Conference of the European Association for Computer Graphics, 2004

Modeling clouds shape.
Proceedings of the 25th Annual Conference of the European Association for Computer Graphics, 2004

2003
Pattern based procedural textures.
Proceedings of the 2003 Symposium on Interactive 3D Graphics, 2003

Advected textures.
Proceedings of the 2003 ACM SIGGRAPH/Eurographics Symposium on Computer Animation, 2003

2002
Realistic rendering of an organ surface in real-time for laparoscopic surgery simulation.
Vis. Comput., 2002

Interactive animation of ocean waves.
Proceedings of the 2002 ACM SIGGRAPH/Eurographics Symposium on Computer Animation, 2002

Synthesizing Bark.
Proceedings of the 13th Eurographics Workshop on Rendering Techniques, 2002

Painting Folds Using Expansion Textures.
Proceedings of the 10th Pacific Conference on Computer Graphics and Applications, 2002

2001
Interactive Rendering of Trees with Shading and Shadows.
Proceedings of the 12th Eurographics Workshop on Rendering Techniques, 2001

Complexité Naturelle et Synthèse d'Images. (Natural Complexity and Computer Graphics).
, 2001

2000
Multiscale Shaders for the Efficient Realistic Rendering of Pine-Trees.
Proceedings of the Graphics Interface 2000 Conference, 2000

1999
Pattern-Based Texturing Revisited.
Proceedings of the 26th Annual Conference on Computer Graphics and Interactive Techniques, 1999

Animating Lava Flows.
Proceedings of the Graphics Interface 1999 Conference, 1999

Real-Time Collision Detection for Virtual Surgery.
Proceedings of the Computer Animation 1999, 1999

1998
Modeling, Animating, and Rendering Complex Scenes Using Volumetric Textures.
IEEE Trans. Vis. Comput. Graph., 1998

Interactive Volumetric Textures.
Proceedings of the Rendering Techniques '98, Proceedings of the Eurographics Workshop in Vienna, Austria, June 29, 1998

1997
Qualitative Simulation of Convective Cloud Formation and Evolution.
Proceedings of the Eurographics Workshop on Computer Animation and Simulation 1997, 1997

1996
Synthesizing Verdant Landscapes using Volumetric Textures.
Proceedings of the Rendering Techniques '96, 1996


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