Sylvain Lefebvre
Graphics research page


 
 
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Sylvain (dot) Lefebvre [at] inria (dot) fr
+33 3 83 59 20 93

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Latest news


I am progressively moving to INRIA Nancy where I am joining the team ALICE. I will remain a part-time member of the REVES group until late January 2010, sharing my time between the two INRIA centers.

Since September 2006 I joined the REVES team at INRIA Sophia-Antipolis (France) as a permanent researcher.

Some more information about my work is also available on sylefeb.aracknea-core.net.

Short bio

I did my PhD at INRIA Rhones-Alpes (Grenoble) in iMAGIS/EVASION team, under the supervision of Fabrice Neyret. My PhD work was about advanced texturing methods using GPUs (see also my thesis webpage). After graduating I joined Microsoft Research, Seattle, as a postodctoral researcher during the year 2005. I worked with Hugues Hoppe on real-time texture synthesis and texturing. I became an INRIA researcher in September 2006.

In my rapidely shrinking spare time I enjoy both playing and developing games (check out my game projects Etees, Jalweg, and Ragdoll smasher).

Video overview

Here is a small video overview of what I did these past years (from 1999 to 2005), including research but also other (less-serious :-) projects.

Latest pictures

Results of our 2009 SIGGRAPH paper Procedural Noise using Sparse Gabor Convolution. All these textures are purely procedural, and filtered!! Follow the link to watch the video!

(Past entry) see picture

Volumes generated by our Lazy Solid Texture Synthesis approach. Read the paper here!

(Past entry) see picture

A strange tiling. Try to follow the stairs :-)

(Past entry) see picture

We just finished the final version of our I3D 2007 paper: TileTrees. The paper is available here.

(Past entry) see picture

These days I have been implementing a sky model for a project on natural phenomenons. Nothing new, just cool images :-)
The model is based on the work of Naty Hoffman and Arcot J. Preetham Rendering Outdoor Light Scattering in Real Time. A more recent version of their work is also available in the book Graphics Programming Methods by Charles River Media.
For those interested, here is the shader.

Source code

Recent publications

Publications in 2010
Matthäus Chajdas, Sylvain Lefebvre, Marc Stamminger
Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games - 2010

 
Publications in 2009
Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games - feb 2009

ACM Transactions on Graphics (SIGGRAPH Conference Proceedings), Volume 28, Number 3 - August 2009

Eurographics 2009, State of the Art Report, EG-STAR - 2009

Computer Graphics Forum (Proceedings of the Eurographics conference) - 2009
 
Publications in 2008

Charles River Media, page (to appear) - 2008

Computer Graphics Forum (Proceedings of the Eurographics Symposium on Rendering) - 2008

Christian Eisenacher, Sylvain Lefebvre, Marc Stamminger
Proceedings of the Eurographics conference - 2008
 
Publications in 2007
George Drettakis, Nicolas Bonneel, Carsten Dachsbacher, Sylvain Lefebvre, Michael Schwarz, Isabelle Viaud-Delmon
Rendering Techniques (Proceedings of the Eurographics Symposium on Rendering) - June 2007

Rendering Techniques (Proceedings of the Eurographics Symposium on Rendering) - 2007


Rendering Techniques (Proceedings of the Eurographics Symposium on Rendering) - 2007

Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games - 2007


Older publications

Conferences

Perfect spatial hashing
[Video] [Errata]    
Sylvain Lefebvre and Hugues Hoppe
SIGGRAPH 2006
Appearance-space texture synthesis
Sylvain Lefebvre and Hugues Hoppe
SIGGRAPH 2006
Real-time realistic illumination and shading of stratiform clouds    
Antoine Bouthors, Fabrice Neyret, Sylvain Lefebvre
Eurographics Workshop on Natural Phenomena, 2006
Parallel controllable texture synthesis
[Project] [Video]    
Sylvain Lefebvre and Hugues Hoppe
SIGGRAPH 2005
Texture Sprites: Texture Elements Splatted on Surfaces    
Sylvain Lefebvre, Samuel Hornus and Fabrice Neyret
I3D 2005 - ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
ZP+: correct Z-pass stencil shadows    
Samuel Hornus, Jared Hoberock, Sylvain Lefebvre and John C. Hart
I3D 2005 - ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
MobiNet: a pedagogic platform for Computer Science, Maths and Physics    
[Project] [Paper (pdf)]
Sylvain Lefebvre, Fabrice Neyret, Samuel Hornus and Joëlle Thollot
Eurographics 2004 - Education track
Pattern Based Procedural Textures    
Sylvain Lefebvre, Fabrice Neyret
I3D 2003 - ACM SIGGRAPH Symposium on Interactive 3D Graphics
Synthesizing Bark    
Sylvain Lefebvre, Fabrice Neyret
13th Eurographics Workshop on Rendering 2002

Book chapters

Shaderx2: Shader Programming Tips & Tricks
ISBN: 1-556-22988-7
Publisher: Wordware Publishing
Drops of water and texture sprites
Sylvain Lefebvre
GPU Gems 2: Programming Techniques for High-Performance Graphics and General-Purpose Computation
[Project] [GPU Gems 2]
ISBN: 0-321-33559-7
Publisher: Addison Wesley Professional
Octree Textures on the GPU
Sylvain Lefebvre, Samuel Hornus and Fabrice Neyret

Research reports

Unified Texture Management for Arbitrary Meshes   
Sylvain Lefebvre, Jérome Darbon and Fabrice Neyret
INRIA Research report, May 2004
More ...
All-Purpose Texture Sprites    
Sylvain Lefebvre, Samuel Hornus and Fabrice Neyret
INRIA Research report, May 2004
More ...
Automatic Cell-and-portal Decomposition   
Sylvain Lefebvre and Samuel Hornus
INRIA Research report, Jully 2003
More ...

PhD Thesis

Please visit my PhD thesis page for more information.

Students

Projects

Games