Marie-Paule Cani
Current Organizations / Institutes
The organizations/institutes from the scholar's latest article
Previous Organizations / Institutes
The organizations / institutes from the scholar's other articles in the past ten years
Research Subjects
Marie-Paule Cani has a total of 83 co-authors. Here are the top co-authors by number of shared publications:
- Amal Dev Parakkat
LTCI-Telecom Paris, Institut Polytechnique de Paris, Palaiseau, France
6 shared publications - Guillaume Cordonnier
INRIA, Université Côte d'Azur, Sophia-Antipolis, France
5 shared publications - James Gain
University of Cape Town, Cape Town, South Africa
4 shared publications - Julien Pettré
Inria, CNRS, IRISA, University of Rennes, Rennes, France
4 shared publications - Vicky Kalogeiton
LIX École Polytechnique IP Paris
4 shared publications - Adrien Peytavie
Université Claude Bernard Lyon 1, Villeurbanne, France
3 shared publications
Latest Publications
- Open Access
- 19 July 2026
- Published by Association for Computing Machinery (ACM)
- p. 1-12
NeuralSketch2Surf: Fast Neural Surfacing of Unoriented 3D Sketches
- 19 July 2026
- Published by Association for Computing Machinery (ACM)
- p. 1-12
Open AccessNeuralSketch2Surf: Fast Neural Surfacing of Unoriented 3D Sketches
- Open Access
- 3 July 2026
- Published by Association for Computing Machinery (ACM) in ACM Transactions on Graphics
- Vol. 45 (4) , 1-13
The PhaseTree: Multiphase Signed Distance Fields
We introduce the PhaseTree, a novel hierarchical construction-tree representation for compactly modeling volumetric objects composed of multiple phases or materials across scales. An object is defined as a single construction tree that combines phase-aware primitives through composition and warping operators, yielding a unified multiphase signed distance representation that naturally supports complex topologies and interfaces between phases. The PhaseTree is compatible with standard signed distance field workflows: single-phase algorithms can be directly promoted to a PhaseTree, and conversely reduced without loss of information. As a result, our model integrates seamlessly with existing algorithms and rendering pipelines. We extend classical Sphere Tracing to robustly handle multiphase configurations and show that, despite the additional expressiveness, our implementation preserves the compactness and resolution independence of signed distance fields and incurs less than a 25% runtime overhead compared to single-phase Sphere Tracing.
- 3 July 2026
- Published by Association for Computing Machinery (ACM) in ACM Transactions on Graphics
- Vol. 45 (4) , 1-13
Open AccessThe PhaseTree: Multiphase Signed Distance Fields
We introduce the PhaseTree, a novel hierarchical construction-tree representation for compactly modeling volumetric objects composed of multiple phases or materials across scales. An object is defined as a single construction tree that combines phase-aware primitives through composition and warping operators, yielding a unified multiphase signed distance representation that naturally supports complex topologies and interfaces between phases. The PhaseTree is compatible with standard signed distance field workflows: single-phase algorithms can be directly promoted to a PhaseTree, and conversely reduced without loss of information. As a result, our model integrates seamlessly with existing algorithms and rendering pipelines. We extend classical Sphere Tracing to robustly handle multiphase configurations and show that, despite the additional expressiveness, our implementation preserves the compactness and resolution independence of signed distance fields and incurs less than a 25% runtime overhead compared to single-phase Sphere Tracing.
- 13 June 2026
- Published by Elsevier in Computers & Graphics
- Vol. 138
VOX2Surf: Faithful surface extraction from coarse binary voxels
- 13 June 2026
- Published by Elsevier in Computers & Graphics
- Vol. 138
VOX2Surf: Faithful surface extraction from coarse binary voxels
- Open Access
- 30 April 2026
- Published by Wiley in Computer Graphics Forum
Authoring Terrestrial Planets with Diffusion Models
To support the design and subsequent generation of terrestrial planets for use in the creative media, we propose a solution that employs a generative model trained on satellite data from planetary bodies with a defined solid surface, such as the Earth and Mars. A user sketches coarse elevation, landcover, temperature, and precipitation directly onto a globe. Our model then infers high‐resolution heightmap and surface appearance layers at planetary scales, with sufficient detail to enable animated flyovers within the exosphere at a distance of a few thousand kilometers from the planet surface. We address the issue of distortion in the mapping from atlas to globe using a quadsphere representation, and the consistency of large‐scale geomorphological features by extracting a global river network from the sketch inputs and providing this as conditioning to the diffusion. As our results demonstrate, our generative model provides a balance between: authoring control through a multi‐layer painting interface with a satellite image pre‐visualization; computation times proportional to the surface area being generated; landscape diversity, displaying, without repetition artefacts, the full range of elevation and landcover features drawn from multiple source planets, and geomorphological plausibility through the provision of a consistent uninterrupted exorheic global river network, where the input sketches allow.
- 30 April 2026
- Published by Wiley in Computer Graphics Forum
Open AccessAuthoring Terrestrial Planets with Diffusion Models
To support the design and subsequent generation of terrestrial planets for use in the creative media, we propose a solution that employs a generative model trained on satellite data from planetary bodies with a defined solid surface, such as the Earth and Mars. A user sketches coarse elevation, landcover, temperature, and precipitation directly onto a globe. Our model then infers high‐resolution heightmap and surface appearance layers at planetary scales, with sufficient detail to enable animated flyovers within the exosphere at a distance of a few thousand kilometers from the planet surface. We address the issue of distortion in the mapping from atlas to globe using a quadsphere representation, and the consistency of large‐scale geomorphological features by extracting a global river network from the sketch inputs and providing this as conditioning to the diffusion. As our results demonstrate, our generative model provides a balance between: authoring control through a multi‐layer painting interface with a satellite image pre‐visualization; computation times proportional to the surface area being generated; landscape diversity, displaying, without repetition artefacts, the full range of elevation and landcover features drawn from multiple source planets, and geomorphological plausibility through the provision of a consistent uninterrupted exorheic global river network, where the input sketches allow.
- Open Access
- 14 December 2025
- Published by Association for Computing Machinery (ACM)
- p. 1-11
RibbonSculpt: Voronoi Ball based 3D Sculpting from Sparse VR Ribbons
- 14 December 2025
- Published by Association for Computing Machinery (ACM)
- p. 1-11
Open AccessRibbonSculpt: Voronoi Ball based 3D Sculpting from Sparse VR Ribbons
- Open Access
- 2 December 2025
- Published by Association for Computing Machinery (ACM)
- p. 1-12
MIRRORED-Anims: Motion Inversion for Rig-space Retargeting to Obtain a Reliable Enlarged Dataset of Character Animations
- 2 December 2025
- Published by Association for Computing Machinery (ACM)
- p. 1-12
Open AccessMIRRORED-Anims: Motion Inversion for Rig-space Retargeting to Obtain a Reliable Enlarged Dataset of Character Animations
- Open Access
- 20 October 2025
- Published by Elsevier in Computers & Graphics
- Vol. 133
Imitation in relative terms using ReGAIL: Making motion controllers agile and transferable
- 20 October 2025
- Published by Elsevier in Computers & Graphics
- Vol. 133
Open AccessImitation in relative terms using ReGAIL: Making motion controllers agile and transferable
- Open Access
- 27 July 2025
- Published by Association for Computing Machinery (ACM) in ACM Transactions on Graphics
- Vol. 44 (4) , 1-15
Multi-Dimensional Procedural Wave Noise
While precise spectral control can be achieved through sparse convolution, corresponding state of the art noise models are typically too expensive for solid noise. We introduce an alternative, wave-based procedural noise model, fast enough to be used in any dimension. We express the noise in the spectral domain and then apply an inverse Fourier transform (FT), requiring the computation of a multidimensional integral. Our contribution is a novel, efficient way to perform this computation, using a sum of precomputed complex-valued hyperplanar wave-functions, oriented in random directions. We show that using suitable wave profiles and combination operators, our model is able to extend to 3D a number of Gaussian and non-Gaussian noises, including Gabor, by-example and Phasor noises, as well as generate novel cellular noises. Our versatile and controllable solid noise model is very compact, a key feature for complex power spectrum and animated noises. We illustrate this through the design of 2D, 3D, and 3D+t materials using color, transparency and style transfer functions.
- 27 July 2025
- Published by Association for Computing Machinery (ACM) in ACM Transactions on Graphics
- Vol. 44 (4) , 1-15
Open AccessMulti-Dimensional Procedural Wave Noise
While precise spectral control can be achieved through sparse convolution, corresponding state of the art noise models are typically too expensive for solid noise. We introduce an alternative, wave-based procedural noise model, fast enough to be used in any dimension. We express the noise in the spectral domain and then apply an inverse Fourier transform (FT), requiring the computation of a multidimensional integral. Our contribution is a novel, efficient way to perform this computation, using a sum of precomputed complex-valued hyperplanar wave-functions, oriented in random directions. We show that using suitable wave profiles and combination operators, our model is able to extend to 3D a number of Gaussian and non-Gaussian noises, including Gabor, by-example and Phasor noises, as well as generate novel cellular noises. Our versatile and controllable solid noise model is very compact, a key feature for complex power spectrum and animated noises. We illustrate this through the design of 2D, 3D, and 3D+t materials using color, transparency and style transfer functions.
- Open Access
- 27 July 2025
- Published by Association for Computing Machinery (ACM) in ACM Transactions on Graphics
- Vol. 44 (4) , 1-13
Arenite: A Physics-based Sandstone Simulator
We introduce Arenite, a novel physics-based approach for modeling sandstone structures. The key insight of our work is that simulating a combination of stress and multi-factor erosion enables the generation of a wide variety of sandstone structures observed in nature. We isolate the key shape-forming phenomena: multi-physics fabric interlocking, wind and fluvial erosion, and particle-based deposition processes. Complex 3D structures such as arches, alcoves, hoodoos, or buttes can be achieved by creating simple 3D structures with user-painted erodable areas and vegetation and running the simulation. We demonstrate the algorithm on a wide variety of structures, and our GPU-based implementation achieves the simulation in less than 5 minutes on a desktop computer for our most complex example.
- 27 July 2025
- Published by Association for Computing Machinery (ACM) in ACM Transactions on Graphics
- Vol. 44 (4) , 1-13
Open AccessArenite: A Physics-based Sandstone Simulator
We introduce Arenite, a novel physics-based approach for modeling sandstone structures. The key insight of our work is that simulating a combination of stress and multi-factor erosion enables the generation of a wide variety of sandstone structures observed in nature. We isolate the key shape-forming phenomena: multi-physics fabric interlocking, wind and fluvial erosion, and particle-based deposition processes. Complex 3D structures such as arches, alcoves, hoodoos, or buttes can be achieved by creating simple 3D structures with user-painted erodable areas and vegetation and running the simulation. We demonstrate the algorithm on a wide variety of structures, and our GPU-based implementation achieves the simulation in less than 5 minutes on a desktop computer for our most complex example.
- Open Access
- 2 December 2024
- Published by Association for Computing Machinery (ACM)
- p. 1-2
Rethinking motion keyframe extraction: a greedy procedural approach using a neural control rig
- 2 December 2024
- Published by Association for Computing Machinery (ACM)
- p. 1-2
Open AccessRethinking motion keyframe extraction: a greedy procedural approach using a neural control rig