2023
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Iterative š¯›¼-(de)Blending: a Minimalist Deterministic Diffusion Model
Eric Heitz, Laurent Belcour and Thomas Chambon
ACM SIGGRAPH 2023 (conference track)
the project page |
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The Energy Distance as a Replacement for the Reconstruction Loss in Conditional GANs
Eric Heitz and Thomas Chambon
JCGT 2023
the project page |
2022
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Bringing Linearly Transformed Cosines to Anisotropic GGX
Aakash KT, Eric Heitz, Jonathan Dupuy and P. J. Narayanan
I3D 2022
the project page |
2021
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Passing Multi-Channel Material Textures to a 3-Channel Loss
Thomas Chambon, Eric Heitz and Laurent Belcour
ACM SIGGRAPH Talk 2021
the project page |
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Lessons Learned and Improvements when Building Screen-Space Samplers with Blue-Noise Error Distribution
Laurent Belcour and Eric Heitz
ACM SIGGRAPH Talk 2021
the project page |
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A Sliced Wasserstein Loss for Neural Texture Synthesis
Eric Heitz, Kenneth Vanhoey, Thomas Chambon, Laurent Belcour
CVPR 2021
the paper and the code |
2020
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Canā€™t Invert the CDF?
The Triangle-Cut Parameterization of the Region under the Curve
Eric Heitz
EGSR 2020 (Best Paper Award)
the project page |
2019
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Integration and Simulation of Bivariate Projective-Cauchy Distributions within Arbitrary Polygonal Domains
Jonathan Dupuy, Laurent Belcour and Eric Heitz
Technical report 2019
Video and code |
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Distributing Monte Carlo Errors as a Blue Noise in Screen Space by Permuting Pixel Seeds Between Frames
Eric Heitz and Laurent Belcour
EGSR 2019 (Best Paper Award)
the project page |
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A Low-Discrepancy Sampler that Distributes Monte Carlo Errors as a Blue Noise in Screen Space
Eric Heitz, Laurent Belcour, Victor Ostromoukhov, David Coeurjolly and Jean-Claude Iehl
ACM SIGGRAPH Talk 2019
the project page |
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Procedural Stochastic Textures by Tiling and Blending
Thomas Deliot and Eric Heitz
GPU Zen 2
the project page |
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A Low-Distortion Map Between Triangle and Square
Eric Heitz
Technical report 2019
the project page |
2018
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Sampling the GGX Distribution of Visible Normals
Eric Heitz
JCGT
the project page |
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Real-Time Ray Tracing of Correct* Soft Shadows
Stephen Hill, Morgan McGuire and Eric Heitz
ACM SIGGRAPH Courses 2018: Advances in Real-Time Rendering in Games
the slides |
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High-Performance By-Example Noise
using a Histogram-Preserving Blending Operator
Eric Heitz and Fabrice Neyret
HPG 2018 (Best Paper Award)
the project page |
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Combining Analytic Direct Illumination and Stochastic Shadows
Eric Heitz, Stephen Hill and Morgan McGuire
I3D 2018 short paper (Best Paper Presentation Award)
the project page |
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Generating Random Segments from Non-Uniform Distributions
Eric Heitz
Technical report 2018 |
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A note on track-length sampling with non-exponential distributions
Eric Heitz and Laurent Belcour
Technical report 2018 |
2017
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Microfacet-based Normal Mapping for Robust Monte Carlo Path Tracing
Vincent SchĆ¼ssler, Eric Heitz, Johannes hanika and Carsten Dachsbacher
ACM SIGGRAPH ASIA 2017
the paper, supplemental, Mitsuba code and video |
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Real-Time Line- and Disk-Light Shading with Linearly Transformed Cosines
Eric Heitz and Stephen Hill
ACM SIGGRAPH Courses 2017: Physically Based Shading in Theory and Practice
the project page |
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A Spherical Cap Preserving Parameterization for Spherical Distributions
Jonathan Dupuy, Eric Heitz and Laurent Belcour
ACM SIGGRAPH 2017
the project page |
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Linear-Light Shading with Linearly Transformed Cosines
Eric Heitz and Stephen Hill
Book chapter in GPU Zen
the project page |
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Analytical Calculation of the Solid Angle Subtended by an Arbitrarily Positioned Ellipsoid to a Point Source
Eric Heitz
Nuclear Instruments and Methods in Physics Research |
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Implementation and realization of Petros Vrellis’ knitting
Eric Heitz
Christmas vacation project 2017 |
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Notes on optimal approximations for importance sampling
Jacopo Pantaleoni and Eric Heitz
Technical report 2017 |
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Computing a front-facing ellipse that subtends the same solid angle as an arbitrarily oriented ellipse
Eric Heitz
Technical report 2017 |
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A Simpler and Exact Sampling Routine for the GGX Distribution of Visible Normals
Eric Heitz
Technical report 2017 |
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Geometric Derivation of the Irradiance of Polygonal Lights
Eric Heitz
Technical report 2017 |
2016
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Real-Time Area Lighting: a Journey from Research to Production
Stephen Hill and Eric Heitz
ACM SIGGRAPH Courses 2016: Advances in Real-Time Rendering in Games
the project page |
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Real-Time Polygonal-Light Shading with Linearly Transformed Cosines
Eric Heitz, Jonathan Dupuy, Stephen Hill and David Neubelt
ACM SIGGRAPH 2016
the project page |
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Additional Progress Towards the Unification of Microfacet and Microflake Theories
Jonathan Dupuy, Eric Heitz and Eugene d’Eon
EGSR 2016 (Experimental Ideas & Implementations track)
the slides |
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Multiple-Scattering Microfacet BSDFs with the Smith Model
Eric Heitz, Johannes Hanika, Eugene dā€™Eon and Carsten Dachsbacher
ACM SIGGRAPH 2016
the project page |
2015
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The SGGX Microflake Distribution
Eric Heitz, Jonathan Dupuy, Cyril Crassin and Carsten Dachsbacher
ACM SIGGRAPH 2015
the supplemental material with detailed derivations and our C implementation and the slides |
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Extracting Microfacet-based BRDF Parameters
from Arbitrary Materials with Power Iterations
Jonathan Dupuy, Eric Heitz, Jean-Claude Iehl, Pierre Poulin and Victor Ostromoukhov
EGSR 2015
the supplemental material, the code and the slides |
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Implementing a Simple Anisotropic Rough Diffuse Material with Stochastic Evaluation
Eric Heitz and Jonathan Dupuy
Technical report 2015
the Mitsuba plugin |
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Generating Procedural Beckmann Surfaces
Eric Heitz
Technical report 2015 |
2014
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Importance Sampling Microfacet-Based BSDFs using the Distribution of Visible Normals
Eric Heitz and Eugene d’Eon
EGSR 2014 (Best Paper Award)
supplemental1 and supplemental2 with C implementation and the slides |
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Understanding the Masking-Shadowing Function in Microfacet-Based BRDFs
Eric Heitz
JCGT 2014
the slides |
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Physically Based Shading in Theory and Practice
Stephen Hill, Stephen Mcauley, Jonathan Dupuy, Yoshiharu Gotanda, Eric Heitz, Naty Hoffman, SĆ©bastien Lagarde, Anders Langlands, Ian Megibben, Farhez Rayani and Charles De Rousiers
ACM SIGGRAPH Courses 2014 |
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Filtering Non-Linear Transfer Functions on Surfaces
Eric Heitz, Derek Nowrouzezahrai, Pierre Poulin and Fabrice Neyret
IEEE TVCG 2014 |
2013
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Linear Efficient Antialiased Displacement and Reflectance Mapping
Jonathan Dupuy*, Eric Heitz*, Jean-Claude Iehl, Pierre Poulin, Fabrice Neyret and Victor Ostromoukhov *joint first authors
ACM SIGGRAPH Asia 2013 |
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Filtering Color Mapped Textures and Surfaces
Eric Heitz, Derek Nowrouzezahrai, Pierre Poulin and Fabrice Neyret
I3D 2013 (Best Paper Award) |
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Correlation effect between transmitter and receiver azimuthal directions on the illumination function from a random rough surface
Eric Heitz, Christophe Bourlier and Nicolas Pinel
WRCM 2013 |
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Representing Appearance and Pre-filtering Subpixel Data in Sparse Voxel Octrees
Eric Heitz and Fabrice Neyret
HPG 2012 (Best Paper Award) |
2010
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Adaptive GPU Ray Casting Based on Spectral Analysis
Stefan Suwelack, Eric Heitz, Roland Unterhinninghofen and RĆ¼diger Dillmann
MIAR 2010 |