Jean-Michel DISCHLER
Professor
at the University of
Strasbourg. |
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Jean-Michel Dischler holds the position of full Professor of Computer Science
at the University Strasbourg (unistra).
In terms of local duties, he was leading the department of Computer Science
at the Faculty for Mathematics and Computer Science, was vice-director of
the former LSIIT Lab until 2008, responsible for the master degree in Image
and Computing (IICI) until 2009, joint-director of the
3D Computer Graphics Group, IGG, in the new ICUBE lab, until 2018.
As for now, he is leading
the rendering and visualization research activities. He was a member of the
former INRIA project CALVI (Scientific computing and Visualisation)
that ended in 2010. Main research interests
include texture synthesis and rendering, 3D acquisition, high performance
graphics, direct volume rendering of voxel-data and procedural
modeling of natural phenomena. He served on a regular basis in a number
of program committees: Eurographics, Pacific Graphics, EGSR, EG Parallel Graphics and
Visualization, EG Symposium on natural phenomena, Eurovis, etc., and chaired the
Eurographics conference steering committee. He also
served as associate editor of journals like Computer Graphics Forum
and The Visual Computer Journal. He was co-founder and vice president of the French chapter
of Eurographics. He is a fellow of the Eurographics association and chaired the EG professional board for a decade. In 2021,
he became chairman of the Eurographics association. He organized
major international conferences, with venue in Strasbourg : EG’2014 , as well as the
Symposium on Rending (EGSR) and High-Performance Graphics (HPG) conferences in 2019.
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Cyclostationary Gaussian noise: theory and synthesis, CGF Vol.40(2), Eurographics 2021
Nicolas Lutz, Basile Sauvage and Jean-Michel Dischler
Abstract.
Stationary Gaussian processes have been used for decades in the context of procedural noises to model and synthesize textures
with no spatial organization. In this paper we investigate cyclostationary Gaussian processes, whose statistics are repeated
periodically. It enables the modeling of noises having periodic spatial variations, which we call "cyclostationary Gaussian
noises". We adapt to the cyclostationary context several stationary noises along with their synthesis algorithms: spot noise,
Gabor noise, local random-phase noise, high-performance noise, and phasor noise. We exhibit real-time synthesis of a variety
of visual patterns having periodic spatial variations.
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Semi-Procedural Textures using Point Process Texture Basis Functions, CGF Vol.39(4), EGSR 2020
P. Guehl, R. Allegre, J.‐M. Dischler, B. Benes, E. Galin
Abstract.
We introduce a novel semi‐procedural approach that avoids drawbacks
of procedural textures and leverages advantages of data‐driven texture
synthesis. We split synthesis in two parts: 1) structure synthesis,
based on a procedural parametric model and 2) color details synthesis,
being data‐driven. The procedural model consists of a generic Point
Process Texture Basis Function (PPTBF), which extends sparse convolution
noises by defining rich convolution kernels. They consist of a window
function multiplied with a correlated statistical mixture of Gabor
functions, both designed to encapsulate a large span of common spatial
stochastic structures, including cells, cracks, grains, scratches, spots,
stains, and waves. Parameters can be prescribed automatically by
supplying binary structure exemplars. As for noise‐based Gaussian
textures, the PPTBF is used as stand‐alone function, avoiding
classification tasks that occur when handling multiple procedural
assets. Because the PPTBF is based on a single set of parameters it
allows for continuous transitions between different visual structures
and an easy control over its visual characteristics. Color is
consistently synthesized from the exemplar using a multiscale parallel
texture synthesis by numbers, constrained by the PPTBF. The generated
textures are parametric, infinite and avoid repetition. The data‐driven
part is automatic and guarantees strong visual resemblance with inputs.
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Procedural Physically based BRDF for Real-Time Rendering of Glints, CGF Vol.39(7), PG 2020
Xavier Chermain, Basile Sauvage, Jean-Michel Dischler, Carsten Dachsbacher
Abstract.
Physically based rendering of glittering surfaces is a challenging
problem in computer graphics. Several methods have proposed off-line
solutions, but none is dedicated to high-performance graphics. In this
work, we propose a novel physically based BRDF for real-time rendering
of glints. Our model can reproduce the appearance of sparkling materials
(rocks, rough plastics, glitter fabrics, etc.). Compared to the previous
real-time method [Zirr and al. 2016], which is not physically based,
our BRDF uses normalized NDFs and converges to the standard microfacet
BRDF [Cook and Torrance 1982] for a large number of microfacets. Our
method procedurally computes NDFs with hundreds of sharp lobes. It
relies on a dictionary of 1D marginal distributions: at each location
two of them are randomly picked and multiplied (to obtain a NDF),
rotated (to increase the variety), and scaled (to control standard
deviation/roughness). The dictionary is multiscale, does not depend on
roughness, and has a low memory footprint (less than 1 MiB).
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Bi-Layer textures: a Model for Synthesis
and Deformation of Composite Textures, CGF Vol.36(4), EGSR 2017
Geoffrey Guingo, Basile Sauvage, Jean-Michel Dischler, Marie-Paule Cani
Abstract.
We propose a bi-layer representation for textures which is suitable for
on-the-fly synthesis of unbounded textures from an input exemplar. The goal
is to improve the variety of outputs while preserving plausible small-scale
details. The insight is that many natural textures can be decomposed into a
series of fine scale Gaussian patterns which have to be faithfully reproduced,
and some non-homogeneous, larger scale structure which can be deformed to add
variety. Our key contribution is a novel, bi-layer representation for such
textures. It includes a model for spatially-varying Gaussian noise, together
with a mechanism enabling synchronization with a structure layer. We propose
an automatic method to instantiate our bi-layer model from an input exemplar.
At the synthesis stage, the two layers are generated independently, synchronized
and added, preserving the consistency of details even when the structure layer
has been deformed to increase variety. We show on a variety of complex, real
textures, that our method reduces repetition artifacts while preserving a
coherent appearance.
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Multi-Scale Label-Map Extraction for Texture Synthesis
, Siggraph
2016
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Local random-phase noise for procedural texturing
, Siggraph
Asia 2014
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On-the-Fly Multi-Scale Infinite Texturing from Example
, Siggraph
Asia 2013
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Robust
Fitting
on Poorly Sampled Data
for Surface Light Field Rendering and Image Relighting
, CGF Vol. 32(6), 2013 |
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Pre-Integrated Volume Rendering with Non-Linear Gradient
Interpolation
, IEEE Vis 2010
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Last update January 2022