I've come to graphics in the year 2000 or so, and up to now I've been working on the following projects:

- Voxel global illumination (global illumination using voxels)
- Geometric modeling using linear programming
- 3D Reconstruction and Augmented Reality
- I wrote a textbook on graphic algorithms (in French)
- Plus some, including some confidential public private parnerships.

I think the most significant, and the least succesful of these works was the Voxel Based Global Illumination Method.

Basically, either poeple laughed at the idea, or they got mad at me for proposing such a radical approach.

In any way, I had most difficulty publishing the thing.

You can find a selection of papers of papers here, here and here.

I have to admit we were slow to develop an interactive GPU version of the method. But never mind.

**Anyway, I am happy that some people are effectively applying some of the ideas**.

I've proposed a Voxel method

for radiosity which was published as a poster at DGCI'2002. This is a

completely

new approach to global illumination. Basically,

when we want to render a 3D scene, we approximate the surfaces of

all the objects by a voxel surface (see the topological part

of my research for a theoretical study of such discrete surfaces).

Once we have a discrete scene composed of voxels, encoded

in an octree data structure, we discretize both surfaces

and directions in the space in the continuous diffuse illumination

equation

(a classical equation used in radiosity), thus obtaining

a discrete equation. As in classical radiosity, this

discrete equation fullfils the requirements for applying

(say) the Gauss-Seidel method, so we can numerically compute

a solution of the equation.

This method has been much improved and made practical by my PhD student

Pierre Chatelier, who

made substantial optimization (providing optimal complexity for the

visibility problem) and generalized the method for general

BRDF. Lukasz Piwowar

is

currently improving the method a lot, by providing unaliased display

which enables to

reduce the number of voxels dramatically, and including all source code

in a comprehensive software.

The method is being developped with a parallel algorithm for cluster by

my student Rita Zrour,

under the joint supervision of Fabien Feschet.

Here is a recent test image (sponza atrium) :

Here are a few more images, some of which are voxel global illumination

combined with local specular models:

Here are the two first images, (with only

lambertian reflexion and

aliased display) ever obtained by our method

(at that time, the method was

very slow and nobody took it seriously. It was published as a poster):

Result of radiosity, display by

z-buffer

same scene as above, other

viewpoint, display by z-buffer.