Software RotoPath
Created:
2009-03-14
Updated:
2009-03-14

How much time do you spend navigating through folders every day? For me, the answer was: Way too much. I created a very simple app to navigate through folders (folders only, this is not a file explorer!!). It presents folders in a wheel. A left click goes to the next folder, a right click opens explorer on the folder. The wheel can be displayed at any time by pressing Left-Control and Left-Windows simultaneously. Most visited folders are shown in red for fast access. There are three special icons to open a command line at the current folder, to show favorite folders, and to go back to MyComputer. Download it here.

Tutorial Parallel Controllable Texture Synthesis tutorial
Created:
2009-04-03
Updated:
2009-04-03

This is a 'small and clean' implementation of our 'Parallel Controllable Texture Synthesis' algorithm (SIGGRAPH 2005) on the CPU. There are many things left out, including many important optimizations, so don't hope for blazing fast performance. Nonetheless it has all the basic elements in place, supports multi-threading, and the synthesis quality is more than reasonable.

AddOns DéjàVu
Created:
2005-11-08
Updated:
2009-01-25

DéjàVu is an interface AddOn for World Of Warcraft. DéjàVu keeps track of all the players you have targeted while playing the game. You can list each time you saw a particular player, as well as information about the player's guild at this time, his level, your level, and if you were in a party or not.
 
Simply type "/dejavu" or "/dv" to open the DéjàVu window in game. Disable all chat messages with "/dv silent".

Demo Ocean surface simulation
Created:
2007-04-01
Updated:
2007-04-01

This demo is a GPU implementation of the paper Interactive Animation of Ocean Waves. The package includes the demo executable and full source code. Enjoy!

Games Ragdoll Smasher
Created:
2007-07-14
Updated:
2007-07-14

Ragdoll Smasher is based on a very stupid idea: Throwing a character in the air to break stuff. The level is complete once everything is on the ground. The goal is to throw the smallest number of characters. New structures appear as you progress through the 11 levels of the game. Keep in touch as more levels will be added soon!

Tutorial D3D FX tutorial - repeating a small part of a texture
Created:
2003-05-26
Updated:
2003-05-26

This tutorial shows how a subpart of a texture can be easily repeated. This overides the standard "repeat texture" mode were the whole texture is repeated for texture coordinates outside [0,1] range.
For more information please refer to this flipcode thread.

Demo Spilling fluid over surfaces
Created:
2004-05-03
Updated:
2004-05-03

These videos (DivX 5.03) illustrate my shader simulating fluid flowing over a surface. The simulation is entirely computed by the GPU.

Wristapp Deadline Wristapp
Created:
2003-08-03
Updated:
2003-11-03

This is my first wristapp for the awesome Timex Datalink USB watch.
The purpose of this wristapp is to count the remaining days before a deadline. Useful to increase your stress level ;)
The source code is available.

Games Jalweg
Created:
2002-12-20
Updated:
2003-05-31

Jalweg is an action/puzzle game based on a simple idea: you control a small sphere (the hero) in a level and you are chased by at least one big metal sphere (a monster). The goal is to destroy all the other spheres (the balls) by making the monster colliding with them. If the hero collides with a monster it is destroyed ... and you lose. However you can safely collide with the daemons. The idea is simple - but trust me, you will have a hard time to finish all the levels ! And if it is not enough, a game editor is included ! For more informations visit the Jalweg home page.
 
Just Another Little Week-End Game

Software Mobinet
Created:
2003-03-01
Updated:
2003-08-03

Mobinet is an educational program designed to show how the maths and physics learned in high-school are useful to create interactive applications.
It allows to easily create networked interactive applications by describing interactions between objects using a simple language.

Tutorial Cg tutorials
Created:
2003-04-14
Updated:
2003-04-14

You will find here some very simple Cg tutorials (at least one ;).
If you are interested in Cg but never tried it before, this section is for you !

Software Spam proof script
Created:
2003-05-26
Updated:
2003-05-26

If like me you are bored with receiving thousands of spams but are also too lazy to encode all your web site email links by hand, use this perl script. Create a mirror of your web site, launch the spam-proof.pl script in the root directory => it is done. All modified files are backuped as .bak files. Use the provided clean.pl script to delete all backup files.
The "encryption" method is to replace the mail link by an ugly Javascript code.

Libraries GPUmesh
Created:
2004-05-03
Updated:
2004-05-03

The purpose of GPUmesh is to provide developers with a simple mechanism to send geometry to the GPU. The user chooses which type of mesh storage is desired (display list, vertex buffer, indexed vertex buffer, ...) and GPUmesh automatically performs the required conversions. The chosen mechanism can be changed very easily by changing only one typedef. This makes performance test with various storage solutions very easy. GPUmesh offers the same mesh specification mechanism under Direct3D and OpenGL, thus simplifying the task of writing mesh loaders.

Libraries gluX
Created:
2002-07-17
Updated:
2008-10-10

GluX is a cross-platform easy-to-use OpenGL extension loader. It offers a very simple mechanism for loading and using OpenGL extensions. It allows your code to compile under Windows and Linux even if your video card doesn't support the OpenGL extensions used by your program: at run time, gluX will detect if required extensions are present or not.

Software gluXinfo
Created:
2003-03-07
Updated:
2003-06-06

gluXinfo is a very simple Windows application which purpose is to test availability of all OpenGL extensions on your hardware. It is build upon gluX. The source code is available in the gluX package.

Shaders Volumetric Lighting and Shadowing (NV30 shader)
Created:
2002-11-05
Updated:
2002-11-05

This shader computes lighting and shadowing in volumetric data (ie. a 3d texture). The idea is to implement a ray marcher directly into the fragment program of the NV30. Each time a pixel textured by the volumetric data is rendered, a ray is cast towards the light. Densisty is integrated along the ray and then exact lightning is computed. This method allows to render colored shadows of semi-transparent objects. Thanks to CG and NV30 this can be entirely done in hardware. Moreover, if the 3d texture is applied to a geometric model the lightning computation is only done if the pixel is visible.

Shaders Drop of Water - NVidia NV30 shader
Created:
2002-09-27
Updated:
2002-10-08

"Simulate" a surface under rainfall. This shader was developped with the NV30 emulation driver. Movies of this animated effect as well as full source code are available.

Games Etees
Created:
2002-11-25
Updated:
2004-05-07

This is the first game project we worked on with my friend Alexis. Small but unfriendly creatures, the Etees, have just invaded the Earth, enslaved the Frogs and destroy Humanity. And why ? Just to create a huge devastated land where they can play their favourite game: fighting for nuts. So, have fun, and do not forget that this was a first project, so it is absolutely far from perfect.

Tutorial Diffusion effect tutorial
Created:
2001-10-17
Updated:
2001-10-17

This tutorial presents a simple and efficient algorithm to create a well-known effect, which can be seen in a lot of WinAMP plug-ins such as "Geiss".

Software k8k - Kernel driver for K8000 interface board
Created:
2002-02-01
Updated:
2002-03-09

This is a simple linux kernel driver for Vellman K8000 interface board. It allows you to access the card without being root. Usefull to control the card via a web server for an example. An API is provided for easy C programming.

Software AdFiRe - Advanced File Research
Created:
2001-04-15
Updated:
2001-04-15

This software create a 3D view of your file system. It gives you a quick estimation of where are big files. A filter can be used to search for a type of file (*.zip for example). All the files that corresponds to this filter on the entire file system are shown in the 3D view. You can also quickly access to a file or a directory by clicking on it.
Just try !
 

Software WOC - Open Controler for Windows ®
Created:
1999-02-10
Updated:
2002-05-21

WOC - Open Controler for Windows ® allows you to take control of a distant computer. You can use the distant computer just as if you were in front of it. Keybord and mouse can be controlled. You can explore drives, files, download or upload, run or kill processes (with a specific command line), shutdown or reboot the distant computer and all things that you can imagine : you can program your own plug-ins !! WOC is based on a client/server architecture.

Software Roto Rubber Light Map Sphere - RoRoLoMoS
Created:
2000-09-07
Updated:
2000-03-12

RoRoLoMoS is a WinAMP plugin inspired from one of my demo effects.
Just try it !

Tutorial Unreal Tournament Script
Created:
2000-xx-xx
Updated:
2000-xx-xx

A small tutorial on Unreal Tournament Script (in French)

Software Light And Darkness
Created:
1997-xx-xx
Updated:
1997-xx-xx

Light And Darkness is a small raytracer. It includes a procedural modeling language and some funny functionnalities. The LAD page is in french.

Publications

2010
A Dynamic Noise Primitive for Coherent Stylization
Pierre Bénard, Ares Lagae, Peter Vangorp, Sylvain Lefebvre, George Drettakis, Joëlle Thollot
Computer Graphics Forum (Proceedings of the Eurographics Symposium on Rendering) 2010
Assisted Texture Assignment [PDF]
Matthäus Chajdas, Sylvain Lefebvre, Marc Stamminger
I3D 2010
By-example Synthesis of Architectural Textures [PDF]
Sylvain Lefebvre, Samuel Hornus, Anass Lasram
ACM Transactions on Graphics (SIGGRAPH Conference Proceedings) 2010
Invisible Seams
Nicolas Ray, Vincent Nivoliers, Sylvain Lefebvre and Bruno Lévy
Computer Graphics Forum (Proceedings of the Eurographics Symposium on Rendering) 2010
Proxy-Guided Texture Synthesis for Rendering Natural Scenes [PDF]
Nicolas Bonneel, Michiel van de Panne, Sylvain Lefebvre, George Drettakis
Technical Report RR-7298, INRIA 2010
State of the Art in Procedural Noise Functions [PDF]
Ares Lagae, Sylvain Lefebvre, Rob Cook, Tony DeRose, George Drettakis, D.S. Ebert, J.P. Lewis, Ken Perlin, Matthias Zwicker
EG 2010 - State of the Art Reports 2010
2009
GigaVoxels : Ray-Guided Streaming for Efficient and Detailed Voxel Rendering [PDF]
Cyril Crassin, Fabrice Neyret, Sylvain Lefebvre, Elmar Eisemann
I3D 2009
Procedural Noise using Sparse Gabor Convolution [PDF]
Ares Lagae, Sylvain Lefebvre, George Drettakis, Philip Dutré
ACM Transactions on Graphics (SIGGRAPH Conference Proceedings) 2009
State of the Art in Example-based Texture Synthesis [PDF]
Li-Yi Wei, Sylvain Lefebvre, Vivek Kwatra, Greg Turk
Eurographics 2009, State of the Art Report, EG-STAR 2009
Structure Preserving Reshape for Textured Architectural Scenes [PDF]
Marcio Cabral, Sylvain Lefebvre, Carsten Dachsbacher, George Drettakis
Computer Graphics Forum (Proceedings of the Eurographics conference) 2009
2008
Efficient and Practical TileTrees (in Shader X6) [PDF]
Carsten Dachsbacher, Sylvain Lefebvre
Charles River Media 2008
Filtered Tilemaps (in Shader X6) [PDF]
Sylvain Lefebvre
Charles River Media 2008
Lazy Solid Texture Synthesis [PDF]
Yue Dong, Sylvain Lefebvre, Xin Tong, George Drettakis
Computer Graphics Forum (Proceedings of the Eurographics Symposium on Rendering) 2008
Texture Synthesis from Photographs [PDF]
Christian Eisenacher, Sylvain Lefebvre, Marc Stamminger
Proceedings of the Eurographics conference 2008
2007
An Interactive Perceptual Rendering Pipeline using Contrast and Spatial Masking [PDF]
George Drettakis, Nicolas Bonneel, Carsten Dachsbacher, Sylvain Lefebvre, Michael Schwarz, Isabelle Viaud-Delmon
Rendering Techniques (Proceedings of the Eurographics Symposium on Rendering) 2007
Compressed Random-Access Trees for Spatially Coherent Data [PDF]
Sylvain Lefebvre, Hugues Hoppe
Rendering Techniques (Proceedings of the Eurographics Symposium on Rendering) 2007
Extending Geometrical Acoustics to Highly Detailed Architectural Environments [PDF]
Nicolas Tsingos, Carsten Dachsbacher, Sylvain Lefebvre, Matteo Dellepiane
19th Intl. Congress on Acoustics 2007
Instant Sound Scattering [PDF]
Nicolas Tsingos, Carsten Dachsbacher, Sylvain Lefebvre, Matteo Dellepiane
Rendering Techniques (Proceedings of the Eurographics Symposium on Rendering) 2007
TileTrees [PDF]
Sylvain Lefebvre, Carsten Dachsbacher
I3D 2007
TV Optimization and Graph-cuts
Jérome Darbon, Sylvain Lefebvre, Selim Esedoglu, Tony F. Chan
ICIAM, Proceedings in Applied Mathematics and Mechanics 2007
2006
Appearance-space texture synthesis
Sylvain Lefebvre and Hugues Hoppe
SIGGRAPH 2006
Perfect spatial hashing
Sylvain Lefebvre and Hugues Hoppe
SIGGRAPH 2006
Real-time realistic illumination and shading of stratiform clouds
Antoine Bouthors, Fabrice Neyret, Sylvain Lefebvre
Eurographics Workshop on Natural Phenomena 2006
2005
Parallel controllable texture synthesis
Sylvain Lefebvre and Hugues Hoppe
SIGGRAPH 2005
Texture Sprites: Texture Elements Splatted on Surfaces
Sylvain Lefebvre, Samuel Hornus and Fabrice Neyret
I3D 2005
ZP+: correct Z-pass stencil shadows
Samuel Hornus, Jared Hoberock, Sylvain Lefebvre and John C. Hart
I3D 2005
2004
All-Purpose Texture Sprites
Sylvain Lefebvre, Samuel Hornus and Fabrice Neyret
INRIA Research report 2004
MobiNet: a pedagogic platform for Computer Science, Maths and Physics
Sylvain Lefebvre, Fabrice Neyret, Samuel Hornus and Joëlle Thollot
Eurographics 2004 - Education track 2004
Octree Texture on the GPU
Sylvain Lefebvre, Samuel Hornus and Fabrice Neyret
GPU Gems 2 2004
Unified Texture Management for Arbitrary Meshes
Sylvain Lefebvre, Jérome Darbon and Fabrice Neyret
INRIA Research report 2004
2003
Automatic Cell-and-portal Decomposition
Sylvain Lefebvre and Samuel Hornus
INRIA Research report 2003
Drops of water and texture sprites
Sylvain Lefebvre
Shaderx2: Shader Programming Tips & Tricks. 2003
Pattern Based Procedural Textures
Sylvain Lefebvre, Fabrice Neyret
I3D 2003
2002
Synthesizing Bark
Sylvain Lefebvre, Fabrice Neyret
13th Eurographics Workshop on Rendering 2002