Research

See also Unity Labs research page.

PUBLICATIONS

2017

Microfacet-based Normal Mapping for Robust Monte Carlo Path Tracing
Vincent Schüssler, Eric Heitz, Johannes hanika and Carsten Dachsbacher
ACM SIGGRAPH ASIA 2017
the project page
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
A Spherical Cap Preserving Parameterization for Spherical Distributions
Jonathan Dupuy, Eric Heitz and Laurent Belcour
ACM SIGGRAPH 2017
the project page
Linear-Light Shading with Linearly Transformed Cosines
Eric Heitz and Stephen Hill
Book chapter in GPU Zen
the project page
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

2016

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
Real-Time Polygonal-Light Shading with Linearly Transformed Cosines
Eric Heitz, Jonathan Dupuy, Stephen Hill and David Neubelt
ACM SIGGRAPH 2016
the project page
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
Multiple-Scattering Microfacet BSDFs with the Smith Model
Eric Heitz, Johannes Hanika, Eugene d’Eon and Carsten Dachsbacher
ACM SIGGRAPH 2016
the project page

2015

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
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

2014

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
Understanding the Masking-Shadowing Function in Microfacet-Based BRDFs
Eric Heitz
JCGT 2014
the slides
Physically Based Shading in Theory and Practice
Stephen Hill, Stephen Mcauley, Jonathan Dupuy, Yoshiharu Gotanda, Eric Heitz, Naty Hoffman, Sébastien Lagarde, Anders Langlands, Ian Megibben, Farhez Rayani and Charles De Rousiers
ACM SIGGRAPH Courses 2014
Filtering Non-Linear Transfer Functions on Surfaces
Eric Heitz, Derek Nowrouzezahrai, Pierre Poulin and Fabrice Neyret
IEEE TVCG 2014

2013

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
Filtering Color Mapped Textures and Surfaces
Eric Heitz, Derek Nowrouzezahrai, Pierre Poulin and Fabrice Neyret
I3D 2013 (Best Paper Award)
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
  Representing Appearance and Pre-filtering Subpixel Data in Sparse Voxel Octrees
Eric Heitz and Fabrice Neyret
HPG 2012 (Best Paper Award)

2010

Adaptive GPU Ray Casting Based on Spectral Analysis
Stefan Suwelack, Eric Heitz, Roland Unterhinninghofen and Rüdiger Dillmann
MIAR 2010

Notes and Technical Reports

Notes on optimal approximations for importance sampling
Jacopo Pantaleoni and Eric Heitz
Technical report 2017
Computing a front-facing ellipse that subtends the same solid angle as an arbitrarily oriented ellipse
Eric Heitz
Technical report 2017
A Simpler and Exact Sampling Routine for the GGX Distribution of Visible Normals
Eric Heitz
Technical report 2017
Geometric Derivation of the Irradiance of Polygonal Lights
Eric Heitz
Technical report 2017
Implementing a Simple Anisotropic Rough Diffuse Material with Stochastic Evaluation
Eric Heitz and Jonathan Dupuy
Technical report 2015
the Mitsuba plugin
Generating Procedural Beckmann Surfaces
Eric Heitz
Technical report 2015

AWARDS

  • Best Paper Award, EGSR 2014
  • Best Paper Award, I3D 2013
  • Best Paper Award, HPG 2012
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