 | 2009 |
| 15 |  | Cyril Crassin,
Fabrice Neyret,
Sylvain Lefebvre,
Elmar Eisemann:
GigaVoxels: ray-guided streaming for efficient and detailed voxel rendering.
SI3D 2009: 15-22 |
| 14 |  | Cyril Crassin,
Fabrice Neyret,
Sylvain Lefebvre,
Miguel Sainz,
Elmar Eisemann:
Beyond triangles: gigavoxels effects in video games.
SIGGRAPH Posters 2009 |
| 13 |  | Cyril Crassin,
Fabrice Neyret,
Sylvain Lefebvre,
Miguel Sainz,
Elmar Eisemann:
Beyond triangles: gigavoxels effects in video games.
SIGGRAPH Talks 2009 |
| 12 |  | Ares Lagae,
Sylvain Lefebvre,
George Drettakis,
Philip Dutré:
Procedural noise using sparse Gabor convolution.
ACM Trans. Graph. 28(3): (2009) |
| 11 |  | Marcio Cabral,
Sylvain Lefebvre,
Carsten Dachsbacher,
George Drettakis:
Structure-Preserving Reshape for Textured Architectural Scenes.
Comput. Graph. Forum 28(2): 469-480 (2009) |
| 2008 |
| 10 |  | Christian Eisenacher,
Sylvain Lefebvre,
Marc Stamminger:
Texture Synthesis From Photographs.
Comput. Graph. Forum 27(2): 419-428 (2008) |
| 9 |  | Yue Dong,
Sylvain Lefebvre,
Xin Tong,
George Drettakis:
Lazy Solid Texture Synthesis.
Comput. Graph. Forum 27(4): 1165-1174 (2008) |
| 2007 |
| 8 |  | Sylvain Lefebvre,
Carsten Dachsbacher:
TileTrees.
SI3D 2007: 25-31 |
| 2006 |
| 7 |  | Sylvain Lefebvre,
Hugues Hoppe:
Appearance-space texture synthesis.
ACM Trans. Graph. 25(3): 541-548 (2006) |
| 6 |  | Sylvain Lefebvre,
Hugues Hoppe:
Perfect spatial hashing.
ACM Trans. Graph. 25(3): 579-588 (2006) |
| 2005 |
| 5 |  | Sylvain Lefebvre,
Samuel Hornus,
Fabrice Neyret:
Texture sprites: texture elements splatted on surfaces.
SI3D 2005: 163-170 |
| 4 |  | Samuel Hornus,
Jared Hoberock,
Sylvain Lefebvre,
John C. Hart:
ZP+: correct Z-pass stencil shadows.
SI3D 2005: 195-202 |
| 3 |  | Sylvain Lefebvre,
Hugues Hoppe:
Parallel controllable texture synthesis.
ACM Trans. Graph. 24(3): 777-786 (2005) |
| 2003 |
| 2 |  | Sylvain Lefebvre,
Fabrice Neyret:
Pattern based procedural textures.
SI3D 2003: 203-212 |
| 2002 |
| 1 |  | Sylvain Lefebvre,
Fabrice Neyret:
Synthesizing Bark.
Rendering Techniques 2002: 105-116 |