Publications by authors named "E Bruneton"

We provide a qualitative and quantitative evaluation of 8 clear sky models used in Computer Graphics. We compare the models with each other as well as with measurements and with a reference model from the physics community. After a short summary of the physics of the problem, we present the measurements and the reference model, and how we "invert" it to get the model parameters.

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An original approach has been presented to characterize the local geometry of pores containing protonated small molecule impurities in organic materials. It was here applied in TATB (1,3,5-triamino-2,4,6-trinitrobenzene) powder material to investigate the porosity able to enclose water molecules. The presence of such defects may have a significant impact on TATB-based compositions mechanical properties, efficiency, and shock sensitivity.

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Rendering a complex surface accurately and without aliasing requires the evaluation of an integral for each pixel, namely, a weighted average of the outgoing radiance over the pixel footprint on the surface. The outgoing radiance is itself given by a local illumination equation as a function of the incident radiance and of the surface properties. Computing all this numerically during rendering can be extremely costly.

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Texturing an animated fluid is a useful way to augment the visual complexity of pictures without increasing the simulation time. But texturing flowing fluids is a complex issue, as it creates conflicting requirements: we want to keep the key texture properties (features, spectrum) while advecting the texture with the underlying flow-which distorts it. In this paper, we present a new, Lagrangian, method for advecting textures: the advected texture is computed only locally and follows the velocity field at each pixel.

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