Ific Goudé

Research scientist in Computer Graphics
IRISA, 263 Avenue Général Leclerc, 35000 Rennes, FRANCE
Univ Irisa Percept


Thesis: Rendering of HDR 3D point clouds (funded by the ANR ReVeRy project)

The ReVeRY project will design a specific GRID OF CAMERAS, a cost-efficient system that acquires at once several viewpoints under several exposures and will convert a multiview, multiexposed, video stream into a high quality rich media.

The goal is to improve the rendering quality of such HDR point clouds captured by the camera grid.
It can be splitted into two different aspects:
   1) The High Dynamic Range of a volumetric content, and the associated Tone Mapping issues when displaying on SDR 2D screen / HMDs.
   2) The rendering quality of point clouds (filling holes, denoising images).
Taking into account the artistic and aesthetic intentions during the rendering process is also a great challenge (relighting, style transfer, etc.)



In this paper, we propose a new framework to automatically transfer the color style from a target point cloud to an input point cloud.
Our proposed color transfer methods rely on correlations between the color distributions and the geometry of the models.

Rendering the church point cloud (left) with the color style of the fantasy house point cloud (middle) gives the output point cloud (right)

Another example, from left to right: input point cloud, target style point cloud, output point cloud


We propose a new approach for real-time Tone Mapping Operator dedicated to High Dynamic Range rendering of interactive 3D scenes.
The proposed method considers the whole scene lighting in order to preserve the global coherency.

The 3D scene consists of two rooms, one very bright and one very dark, separated by a door

Comparison between Viewport TMO (left), Global TMO (right) and the combination of both TMOs (middle) for two different viewpoints in the scene

Our results (1st row) compared with the state of the art (2nd row)

We present two subjective studies to model the lightness perception on Head-Mounted Displays.
The proposed Tone Mapping Operator is then an adaptation of the HMD-TMO that better fits with the human eye perception of the luminance on such Head-Mounted Displays.

Comparison between Viewport TMO (left), Global TMO (right) and the combination of both TMOs (middle) for two different viewpoints in the scene

Another example


We propose a new Tone Mapping Operator dedicated to the visualization of 360° High Dynamic Range images on Head-Mounted Displays.
To cope with the problem of global coherency, we propose a novel Tone Mapping Operator which takes advantage of
   1) a view-dependant tone mapping that enhances the contrast,
   2) a Tone Mapping Operator applied to the entire 360° image that preserves the global coherency.

Our TMO framework

Our results (1st row) compared with the state of the art (2nd row)



     OpenGL 4
     Vertex / Fragment shaders
     Shadow mapping
     Differed shading


     Object-oriented programming
     Debugging with Eclipse IDE
     Lambda expressions
     UML diagram

Graph theory

     Network flow
     Route problems
     Covering problems


Work experience

R&D engineer IRT b<>com (Cesson-Sévigné), 2017

     Develop a Virtual Reality demonstrator with Unity3D
     Program scripts and shaders
     Manage project resources for a real time rendering

Trainee engineer Technicolor (Cesson-Sévigné), 2016

     Develop an Inverse Tone Mapping Operator based on machine learning methods

Technician assistant Canon (Liffré), 2014

     Set up an embedded computing traceability
     Python programming on a Raspberry PI


Engineering school in Digital Imaging ESIR (University of Rennes 1), 2017

     Special effects
     Shader programming (OpenGL)
     Ray marching
     Direct and global illumination
     Computer vision
     Image processing
     Mathematics for imagery