1-2 year Postdoctoral position
at
Grenoble, France, at INRIA
contacts:
Fabrice
NEYRET - mail: Fabrice.Neyret@imag.fr
applying to this position : see HERE
The field of Computer Graphics has some Graals such as
photorealism with complex light effects and materials, construction
and rendering of very detailled scenes, real-time exploration of very
large scenes, amplification (beautification) of coarse fluid or light
simulations, seamless merging of controled and automatic data, etc.
The realistic realtime walktrough detailled galaxies somehow gathers
all of these. Galaxies intertwin a quasi-fluid of heterogeneous stars
and fractal opaque filaments of dust clouds which hide, semi-hide or
are illuminated by star clusters or singular stars.
A key strategy
to tackle such mass-based data while preserving real-time and realism
is the design of scalable lazy (i.e. minimal) representations and
algorithms, able to encode directly the visual phenomenas emerging
from the sub-pixel scale, and taking advantage of all available a
priori knowledge such as conformance to statistic handles and
parameterized distributions. As such, it corresponds to the design of
pre-filterable models of mass distributions (here stars,
semi-transparent and opaque dust clouds) and lighting effects (here,
emission, absorption and scattering of a distribution of stars in
dust clouds). The difficulty is to be able to transition seamlessly
through scales (and thus different such models), and to interpolate
seamlessly in space and time.
Beside a large experience
of scalable models, our team also offers the Gigavoxels
environment dedicated to the real-time (GPU-accelerated)
walkthrough large detailled data relying of just-in time
minimal-resolution voxel generation using user-provided producers and
shaders (with developpers at hand). Moreover, we collaborate with
astrophysicists providing knowledge, data, and statistics, and also a
coarse animated simulation of the galaxy.
Computer Graphics
experience of light transport and shading equations, real-time rendering (including GPU), shaders and proceduralism will be a plus.
Applying to this position : see HERE