Synthesizing Verdant Landscapes using Volumetric Textures. - Fabrice Neyret (Rendering Techniques, 1996)

Qualitative Simulation of Convective Cloud Formation and Evolution. - Fabrice Neyret (Computer Animation and Simulation, 1997)

Interactive Volumetric Textures. - Alexandre Meyer; Fabrice Neyret (Rendering Techniques, 1998)

Modeling, Animating, and Rendering Complex Scenes Using Volumetric Textures. - Fabrice Neyret (IEEE Trans. Vis. Comput. Graph., 1998)

Real-Time Collision Detection for Virtual Surgery. - Jean-Christophe Lombardo; Marie-Paule Cani; Fabrice Neyret (CA, 1999)

Animating Lava Flows. - Dan Stora; Pierre-Olivier Agliati; Marie-Paule Cani; Fabrice Neyret; Jean-Dominique Gascuel (Graphics Interface, 1999)

Pattern-Based Texturing Revisited. - Fabrice Neyret; Marie-Paule Cani (SIGGRAPH, 1999)

Multiscale Shaders for the Efficient Realistic Rendering of Pine-Trees. - Alexandre Meyer; Fabrice Neyret (Graphics Interface, 2000)

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

Interactive Rendering of Trees with Shading and Shadows. - Alexandre Meyer; Fabrice Neyret; Pierre Poulin (Rendering Techniques, 2001)

Painting Folds Using Expansion Textures. - Jean Combaz; Fabrice Neyret (PG, 2002)

Synthesizing Bark. - Sylvain Lefebvre 001; Fabrice Neyret (Rendering Techniques, 2002)

Interactive animation of ocean waves. - Damien Hinsinger; Fabrice Neyret; Marie-Paule Cani (Symposium on Computer Animation, 2002)

Realistic rendering of an organ surface in real-time for laparoscopic surgery simulation. - Fabrice Neyret; Raphael Heiss; Franck Senegas (Vis. Comput., 2002)

Advected textures. - Fabrice Neyret (Symposium on Computer Animation, 2003)

Pattern based procedural textures. - Sylvain Lefebvre 001; Fabrice Neyret (SI3D, 2003)

Modeling clouds shape. - Antoine Bouthors; Fabrice Neyret (Eurographics (Short Presentations), 2004)

Packing Square Tiles into One Texture. - Philippe Decaudin; Fabrice Neyret (Eurographics (Short Presentations), 2004)

Rendering Forest Scenes in Real-Time. - Philippe Decaudin; Fabrice Neyret (Rendering Techniques, 2004)

GPU-based lighting and shadowing of complex natural scenes. - Florent Cohen; Philippe Decaudin; Fabrice Neyret (SIGGRAPH Posters, 2004)

Point-based Rendering of Trees. - Guillaume Gilet; Alexandre Meyer; Fabrice Neyret (NPH, 2005)

Simulation of smoke based on vortex filament primitives. - Alexis Angelidis; Fabrice Neyret (Symposium on Computer Animation, 2005)

Texture sprites: texture elements splatted on surfaces. - Sylvain Lefebvre 001; Samuel Hornus; Fabrice Neyret (SI3D, 2005)

Computer-Assisted Teaching in Class Situation: A High-School Math Lab on Vectors. - Maud Marchal; Peggy Provent; Frédéric Ruyer; Pirouz Djoharian; Fabrice Neyret (Edutainment, 2006)

Real-time Realistic Illumination and Shading of Stratiform Clouds. - Antoine Bouthors; Fabrice Neyret; Sylvain Lefebvre 001 (NPH, 2006)

A controllable, fast and stable basis for vortex based smoke simulation. - Alexis Angelidis; Fabrice Neyret; Karan Singh; Derek Nowrouzezahrai (Symposium on Computer Animation, 2006)

Semi-Interactive Morphogenesis. - Jean Combaz; Fabrice Neyret (SMI, 2006)

Video watercolorization using bidirectional texture advection. - Adrien Bousseau; Fabrice Neyret; Joëlle Thollot; David Salesin (ACM Trans. Graph., 2007)

Interactive multiple anisotropic scattering in clouds. - Antoine Bouthors; Fabrice Neyret; Nelson Max; Eric Bruneton; Cyril Crassin (SI3D, 2008)

Real-Time Rendering and Editing of Vector-based Terrains. - Eric Bruneton; Fabrice Neyret (Comput. Graph. Forum, 2008)

Precomputed Atmospheric Scattering. - Eric Bruneton; Fabrice Neyret (Comput. Graph. Forum, 2008)

GigaVoxels: ray-guided streaming for efficient and detailed voxel rendering. - Cyril Crassin; Fabrice Neyret; Sylvain Lefebvre 001; Elmar Eisemann (SI3D, 2009)

Beyond triangles: gigavoxels effects in video games. - Cyril Crassin; Fabrice Neyret; Sylvain Lefebvre 001; Miguel Sainz; Elmar Eisemann (SIGGRAPH Talks, 2009)

Volumetric Billboards. - Philippe Decaudin; Fabrice Neyret (Comput. Graph. Forum, 2009)

Scalable real-time animation of rivers. - Qizhi Yu; Fabrice Neyret; Eric Bruneton; Nicolas Holzschuch (Comput. Graph. Forum, 2009)

Efficient Rendering of Highly Detailed Volumetric Scenes with Giga Voxels. - Cyril Crassin; Fabrice Neyret; Miguel Sainz; Elmar Eisemann (GPU Pro, 2010)

Real-time Realistic Ocean Lighting using Seamless Transitions from Geometry to BRDF. - Eric Bruneton; Fabrice Neyret; Nicolas Holzschuch (Comput. Graph. Forum, 2010)

Interactive indirect illumination using voxel cone tracing: a preview. - Cyril Crassin; Fabrice Neyret; Miguel Sainz; Simon Green; Elmar Eisemann (SI3D, 2011)

Interactive indirect illumination using voxel-based cone tracing: an insight. - Cyril Crassin; Fabrice Neyret; Miguel Sainz; Simon Green; Elmar Eisemann (SIGGRAPH Talks, 2011)

Interactive Indirect Illumination Using Voxel Cone Tracing. - Cyril Crassin; Fabrice Neyret; Miguel Sainz; Simon Green; Elmar Eisemann (Comput. Graph. Forum, 2011)

Feature-based vector simulation of water waves. - Qizhi Yu; Fabrice Neyret; Anthony Steed (Comput. Animat. Virtual Worlds, 2011)

Lagrangian Texture Advection: Preserving both Spectrum and Velocity Field. - Qizhi Yu; Fabrice Neyret; Eric Bruneton; Nicolas Holzschuch (IEEE Trans. Vis. Comput. Graph., 2011)

Representing Appearance and Pre-filtering Subpixel Data in Sparse Voxel Octrees. - Eric Heitz; Fabrice Neyret (High Performance Graphics, 2012)

Real-time Realistic Rendering and Lighting of Forests. - Eric Bruneton; Fabrice Neyret (Comput. Graph. Forum, 2012)

A Survey of Nonlinear Prefiltering Methods for Efficient and Accurate Surface Shading. - Eric Bruneton; Fabrice Neyret (IEEE Trans. Vis. Comput. Graph., 2012)

Filtering color mapped textures and surfaces. - Eric Heitz; Derek Nowrouzezahrai; Pierre Poulin; Fabrice Neyret (I3D, 2013)

Linear efficient antialiased displacement and reflectance mapping. - Jonathan Dupuy; Eric Heitz; Jean-Claude Iehl; Pierre Poulin; Fabrice Neyret; Victor Ostromoukhov (ACM Trans. Graph., 2013)

Filtering Non-Linear TransferFunctions on Surfaces. - Eric Heitz; Derek Nowrouzezahrai; Pierre Poulin; Fabrice Neyret (IEEE Trans. Vis. Comput. Graph., 2014)

Real-time landscape-size convective clouds simulation. - Prashant Goswami; Fabrice Neyret (I3D, 2015)

Real-time Landscape-size Convective Clouds Simulation and Rendering. - Prashant Goswami; Fabrice Neyret (VRIPHYS, 2017)

Hybrid mesh-volume LoDs for all-scale pre-filtering of complex 3D assets. - Guillaume Loubet; Fabrice Neyret (Comput. Graph. Forum, 2017)

A new microflake model with microscopic self-shadowing for accurate volume downsampling. - Guillaume Loubet; Fabrice Neyret (Comput. Graph. Forum, 2018)

High-Performance By-Example Noise using a Histogram-Preserving Blending Operator. - Eric Heitz; Fabrice Neyret (Proc. ACM Comput. Graph. Interact. Tech., 2018)

Making Gabor Noise Fast and Normalized. - Vincent Tavernier; Fabrice Neyret; Romain Vergne; Joëlle Thollot (Eurographics (Short Papers), 2019)

Procedural phasor noise. - Thibault Tricard; Semyon Efremov; Cédric Zanni; Fabrice Neyret; Jonàs Martínez; Sylvain Lefebvre 001 (ACM Trans. Graph., 2019)

Freely orientable microstructures for designing deformable 3D prints. - Thibault Tricard; Vincent Tavernier; Cédric Zanni; Jonàs Martínez; Pierre-Alexandre Hugron; Fabrice Neyret; Sylvain Lefebvre 001 (ACM Trans. Graph., 2020)

Interactive simulation of plume and pyroclastic volcanic ejections. - Maud Lastic; Damien Rohmer; Guillaume Cordonnier; Claude Jaupart; Fabrice Neyret; Marie-Paule Cani (Proc. ACM Comput. Graph. Interact. Tech., 2022)

GigaVoxels DP: Starvation-Less Render and Production for Large and Detailed Volumetric Worlds Walkthrough. - Antoine Richermoz; Fabrice Neyret (Proc. ACM Comput. Graph. Interact. Tech., 2024)

Fast sphere tracing of procedural volumetric noise for very large and detailed scenes. - Mathéo Moinet; Fabrice Neyret (Comput. Graph. Forum, 2025)