Positions and Internships

Advice for applicants

Post-doctoral and PhD visits

This page lists positions that are connected to a specific research program and funding. We also have positions opened for post-doctoral applicants and for short stays by PhD students. Please feel free to contact us for further information.

Internships for International students

Internships for international students are processed through the program Internship at INRIA for international students.
As explained in the description of this program, we only accept application through the request of a local sponsor, usually a university faculty or dean. Here is the current list of partner institutions and sponsors
Please feel free to contact the local sponsor at your university if you wish him or her to sponsor your application with us.

INDEX: Types of positions and internships


Artefactology: Characterization, perception and minimization of visual artifacts in paradoxical advected-preserved textures

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Lazy multiscale matter distribution and lighting for realistic walkthrough the galaxy in real-time

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PhD Thesis

Dimensional Analysis of Light Transport

This PhD aims at exploring light transport through the transversal view of light transport operators between the infinite dimensional function spaces of light fields (imagine, e.g., reflectance as an operator that transforms a distribution of incident light into a distribution of reflected light). In addition to be linear in these spaces, these operators are also very sparse. As a side effect, the sub-spaces of light distributions that are actually relevant during the computation of a solution always boil down to a low dimensional manifold embedded in the full space of light distributions. Reflectance over ''smooth'' materials for instance, converts incident illumination into a low dimensional set of reflected light distributions. Rather than using linearity to compress precomputed radiance transfer (PRT), we want to leverage recent ad-hoc dimensionality reduction methods: Compressive sensing, Gaussian processes, Monte-Carlo eigenanalysis and unsupervised machine learning from huge volume of generated data. Expected results are two-fold: (1) a theoretical understanding of the dimensionality and structure of light transport operators (examples include scattering, reflectance, global transport in glossy scenes). Possible applications will cover re-lighting, material acquisition and efficient simulation of complex light transport problems. (2) We also envision that controlled approximations of the low dimensional operators will open the way to efficient approximations of light transport which may also be suitable for real time applications such as interactive lighting for video games. The PhD candidate should have a solid background in mathematics and programmation. Knowledge in GPU programming is a plus. ...   »More information


Interactive procedural Gabor noise on surfaces revisited

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Master2 Rech (M2R, ex DEA)

Playing with Fourier spectrum for real-time ocean explorer and texture generation

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Procedural modeling of 3D realistic galactic dust and nebulas

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Real-time walk-through the Milky-Way: continuum to points, on-the-fly generation, and mixing with catalog

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Revisiting volumetric ray-tracing to make it well-posed

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2.5D Procedural Stylization

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Programmable Brushes

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Inverse Procedural Textures

Procedural texture are images generated by a tree of mathematical operations/objects such as random noise, clamping, masking, normal maps, shading, etc. They are used to create stationary textures that show some structure. Existing tools such as substance (Allegorithmics, https://www.allegorithmic.com/) to design procedural textures allow a huge variety of results. The goal of this internship is to create an algorithm for recovering a procedural graph that can generate an image that is as close a possible to an input picture. This is a very difficult problem, which we will segment into simpler tasks, and leverage the recent advances in deep learning, for image comparison and image classification....   »More information

Parameterization of the Indirect Illumination Manifold

The simulation of global illumination consists in numerically solving an integral equation that expresses the equilibrium of light energy in a scene. For practical reasons, one usually separates the direct illumination, that denotes light directly comes from the light sources and bounces on a single object before reaching the camera, from the indirect illumination, which may bounces an arbitrary number of times in the scene before reaching the camera. The distribution of indirect illumination depends very smoothly on the positions of the light sources, and therefore only occupies a restricted sub-space of the full span of possible distributions of light energy in a scene, when illumination conditions are changed. Consequently, we believe that it is possible to compute a low dimensional parameterization of the manifold of indirect illumination distributions. We would like to use this parameterization to perform real-time calculations of global illumination in video games that react to the players position and actions, as well as performing relighting tasks into static images. ...   »More information

Exploring Difficult Manifolds for Light Transport

To produce photorealistic pictures, we seek all paths connecting light source and camera, after multiple bounces on the scene geometry.
Explicitly finding all paths is difficult, especially with multiple refractive interfaces. Manifold Exploration is the idea that the set of good paths forms a manifold in path space, and once we have a point on this manifold, we can explore path space while staying on it.
Manifold exploration is great for exploring difficult paths, but we have to find a point on the manifold first. With two specular interfaces (especially refractive), this becomes difficult. Our goal in this project is to extend manifold exploration to these difficult cases. ...   »More information

Adapting the Combined Diffraction-MicroFacet Model for designers

The realism of photorealistic pictures depends a lot on the realism of the materials used to depict the scene. The micro-facet model is widely used in research and industry for its simplicity and versatility. It covers materials from diffuse to specular, and connects to physical parameters (material chemical composition, roughness). In Summer 2017, we introduced a new model that extends the micro-facet model by taking into account diffraction effects in the microgeometry of the surface. The new model is better at representing the observed behaviour of actual materials. While the new model is good at representing actual materials, it was not designed for artists and designers. The goal in this research project is to adapt it for practical users: professional artists and designers: simplification, intuitive parameters, filtering......   »More information

Ageing and Reverse-Ageing for Cultural Artifacts

The realism of photorealistic pictures depends a lot on the materials used to depict the scene. When we depict actual objects, it is good to have a connection with the physical properties: chemical composition, surface roughness, etc. It is especially interesting when we deal with cultural artifacts, such as paintings, sculptures, metallic artifacts. What we have is how they look now, and their current chemical composition. What we would like to have is how they looked when they were new (reverse-ageing). Some ageing effects are related to oxidation; the effects can be just a change in the chemical properties of the material, like tin transforming into tin oxide. In more extreme cases, there is also a change in the surface geometry, like iron transforming into rust. Our goal in this project is to take models of ancient cultural artefacts, such as tin vases or bronze swords, and reverse the effects of time to produce photorealistic pictures of the artefacts as they were when they were new. ...   »More information

Connecting Chemical / Physical Properties and Material Appearance

The aspect of a material depends on its surface characteristics and on its chemical composition. The dependency on surface characteristics, such as surface roughness, is relatively well known. The connection with the chemical composition is less well known. When a material is reduced in a powder, its color changes due to Mie scattering. Overall color depends on grain size as well as chemical composition. When the powder in included in a solvant (for oil painting), color also depends on solvant properties and concentration. Physical models explain the connection between grain size, concentration and color. The model is (obviously) non-linear. It is also computationally expensive. The goal in this project is to predict the visual properties of a mixture of hematite powder and solvant, based on the physical properties of the mixture (grain size, chemical composition, solvant). This project will be done in cooperation with Institut Néel, allowing access to the actual properties of the materials, along with its color....   »More information

Example-Based Texture Transfer Between Images

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Material Edition in Images

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Procedural modeling of multiscale galactic dust

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Interactivel Change of Materials in Images

Our goal is to build a tool to consistently replace materials on objects in static images, where the term material denotes the properties of surfaces that define how the surface interacts with light (Typical use case: take a picture of a car, replace the car paint). The challenge in this project is to be able to extract a consistent pair of geometric properties and incident illumination in a single image from the unique knowledge of the material properties of objects in the images. This type of problem generally falls into the shape from shading category, which is known to be ambiguous. However, in our situation, we do not seek the real geometry of the objects nor the real distribution of incident light but only a consistent pair that would allow to replace the material properties while keeping the same viewing and illumination conditions. The project has already started, and we have a working pipeline for convex objects. In real life cases however, objects are not convex and require to also compute which parts of incident half-sphere of directions each pixel actually sees. We propose to compute this visibility information, in order to increase the accuracy of the extracted information. ...   »More information

A new procedural primitive for fractal galactic dust

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Studying and solving the strange visual artifacts occuring when procedural texturing with paradoxical requirements

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Top-down texture painting

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Example-Based Material Transfer Between Images

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Photographic Lighting Design

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Modeling the emerging effects of sub-voxel data for scalable realistic realtime rendering of GigaVoxels scenes

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Procedural generation of details for the realistic real-time rendering of galaxies

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Global appearance of non-uniform volumes of stars and dust clouds for the realistic real-time rendering of galaxies

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Exaggerating using vector fields: tools and applications

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webMobiNet : plateforme pédagogique de programmation de simus et jeux en réseau

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