Section: New Results
We developed a parameterization-free texture representation capable of defining high resolution details on surfaces without distortion (see figure 6 ). It draws on octree-textures (surface colour data is stored in a volumetric octree) and sprites (small repeated images relying on a set of reference patterns): our representation stores the location and orientation of the pattern instances in the octree.
Our goal is to make the model GPU-compliant, which means that the data structures lie on the graphics board: It must be dynamically updatable from the CPU by an application (e.g. a painting tool). At run time, our algorithm implemented as a dedicated fragment shader must be able to recover the texture colour for any given pixel.
Participant : Sylvain Lefebvre.
We collaborated with ARTIS on the developpement of a new method  for the rendering of hard shadows cast by a point light source. It takes advantage of triangle strips and fast culling capabilities of graphics hardware not available to conventional robust methods like Z-fail (see figure 7 ).