Computing the exact bijection of the optimal transport (OT) problem between very large point sets is completely untractableโฆ
In our SIGGRAPH Asia 2025 paper: โBSP-OT: Sparse transport plans between discrete measures in log-linear timeโ we get one with typically 1% of error in a few seconds on CPU!
01.10.2025 13:55 โ ๐ 34 ๐ 12 ๐ฌ 1 ๐ 2
Cyprien Plateau--Holleville in front of his title slide at the RING meeting
RING meeting in Nancy,
Cyprien Plateau--Holleville presented presented his awesome work on exact integration of the differential quantities involved in Partial Optimal Transport. And that's not all: It comes with a combined physsim - Optimal Transport - rendering on the GPU !
18.09.2025 08:48 โ ๐ 12 ๐ 5 ๐ฌ 1 ๐ 0
Sample image from the Lipschitz pruning released application
๐The code for Lipschitz Pruning is now online thanks to @wbrbr.bsky.social๐
๐ github.com/wbrbr/Lipsch...
It's a simple Vulkan app useful for experiments. Also, the monument done by @elie-michel.bsky.social is released under a CC-BY license๐
(poke @mattkeeter.com I remember you asked!)
18.08.2025 09:48 โ ๐ 21 ๐ 10 ๐ฌ 1 ๐ 0
Presenting this paper tomorrow morning at 9:30am, during the Lightning Fast Geometry sessionโก
Come check it out if you can!
13.08.2025 23:48 โ ๐ 52 ๐ 7 ๐ฌ 0 ๐ 0
Lipschitz Pruning: Hierarchical Simplification of Primitive-Based SDFs
I will be presenting the paper "Lipschitz Pruning: Hierarchical Simplification of Primitive-Based SDFs" at SIGGRAPH 2025 during the Best of Eurographics session! Come to my talk on Wednesday morning
wbrbr.org/publications...
11.08.2025 00:48 โ ๐ 4 ๐ 3 ๐ฌ 0 ๐ 0
๐ New SIGGRAPH 2025 paper ๐
โHow to compute bounding volumes for procedural Signed Distance Fields (SDFs)? This is not so trivial!
๐กWe propose a simple method called Sphere Carving. It extracts (convex) bounding volumes around SDFs, requires very few evaluations, and is GPU compatible.
05.08.2025 15:02 โ ๐ 27 ๐ 11 ๐ฌ 1 ๐ 1
Thanks, I'm glad you liked it!
24.06.2025 11:35 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0
As a result, our method consistently reduces the build time although this comes at the cost of an increase in tracing time. We show that this tradeoff is worth it for real-time raytracing of complex dynamic scenes since rebuilds are particularly expensive. Check out the paper for more details!
23.06.2025 17:33 โ ๐ 3 ๐ 0 ๐ฌ 1 ๐ 0
In this paper we focus on maximizing build speed by removing this additional traversal. To do so we introduce a bottom-up collapsing algorithm, which we integrate into an existing high-performance BVH2 builder to obtain a fast wide BVH construction algorithm.
23.06.2025 17:32 โ ๐ 1 ๐ 0 ๐ฌ 1 ๐ 0
However most of the GPU BVH construction litterature focuses on binary hierarchies.
A notable exception is H-PLOC by Benthin et al which uses a binary builder and a separate top-down collapsing step to convert the binary BVH into a wide BVH.
23.06.2025 17:30 โ ๐ 1 ๐ 0 ๐ฌ 1 ๐ 0
The standard acceleration structure for ray-tracing is the wide BVH, and fast GPU construction of these hierarchies is a key challenge for realtime raytracing. This is especially important for complex dynamic scenes where BVH rebuilds are a major bottleneck. Example: Flooded Sponza by Intel.
23.06.2025 17:28 โ ๐ 2 ๐ 0 ๐ฌ 1 ๐ 0
Fused Collapsing for Wide BVH Construction
I am glad to attend #HPG2025 where I just presented our paper "Fused Collapsing for Wide BVH Construction", co-authored with Mathias Paulin. We propose a fast build algorithm for wide BVHs that directly computes a wide hierarchy without additional collapsing pass. Webpage: wbrbr.org/publications...
23.06.2025 17:27 โ ๐ 44 ๐ 12 ๐ฌ 1 ๐ 0
How do you get AABBs for the skinned clusters without transforming all the geometry? As the AABB also needs to bound the finer LODs this doesn't seem trivial. And transforming the bounding box is not conservative as the cluster weights vary. Would love to have more details on your solution for this!
03.06.2025 19:56 โ ๐ 0 ๐ 0 ๐ฌ 1 ๐ 0
Back to fiddling with my Vulkan path tracer
30.05.2025 17:59 โ ๐ 4 ๐ 0 ๐ฌ 0 ๐ 0
Thanks! Glad you like it, your paper was a big inspiration for this project.
14.05.2025 13:21 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0
Implicit surfaces are great, but if you are not Inigo Quilez, it's really hard to control how they look...
That's why I'm really proud to annonce our Eurographics 2025 paper: "Implicit UVs: Real-time semi-global parameterization of implicit surfaces".
10.05.2025 18:19 โ ๐ 54 ๐ 15 ๐ฌ 4 ๐ 0
Oops small mistake, I mistyped @axelparis.bsky.social
07.05.2025 17:29 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0
These pruned trees enable efficient evaluation of the SDF for rendering or discretization, resulting in >100x speedups for complex scenes compared to brute-force evaluation. Come to my talk next week for more details, or read the paper here: wbrbr.org/publications...
07.05.2025 13:39 โ ๐ 11 ๐ 6 ๐ฌ 0 ๐ 0
Overview of our method. Left: a shape is described by a smooth CSG tree. Middle: the scene is divided into a grid, and we computed a pruned tree for every cell. Right: these pruned tree are much smaller than the input tree, and enable faster SDF evaluation for sphere tracing or SDF discretization.
Our algorithm takes as input an analytical SDF represented as a tree of smooth booleans and a 3D region of space, and computes a much smaller pruned tree equivalent within the region. This procedure is simple and efficient, using the Lipschitz prop. of the SDFs instead of costly interval arithmetic
07.05.2025 13:38 โ ๐ 4 ๐ 0 ๐ฌ 1 ๐ 0
Left: an input CSG tree and a much smaller pruned tree computed using our method.
Right: a rendered scene showing the number of active nodes per cell. Our method reduces the active nodes to less than 20 from the initial 6023 nodes of the input tree.
I am proud to announce our Eurographics 2025 paper "Lipschitz Pruning: Hierarchical Simplification of Primitive-Based SDFs"! With Mathieu Sanchez (joint first author), @axelparis.bluesky.social, @elie-michel.bsky.social, Thibaud Lambert, @tamyboubekeur.bsky.social, Mathias Paulin and Thรฉo Thonat.
07.05.2025 13:37 โ ๐ 44 ๐ 18 ๐ฌ 2 ๐ 1
Genuine question, why do you want to use Nanite if not for the performance ? With fully dynamic runtime procgen you can't escape the O(n) rendering cost which is the whole point of the Nanite LoD system IMO. Or is it the software rasterizer that you'd like to use with your geometry ?
24.03.2025 20:28 โ ๐ 0 ๐ 0 ๐ฌ 1 ๐ 0
Is this for CPU ray-tracing ? In my experience for GPU ray-tracing compressed wide BVHs do perform better (see CWBVH paper).
22.03.2025 17:48 โ ๐ 0 ๐ 0 ๐ฌ 2 ๐ 0
Are there any talks about their engine that you'd recommend (free or vaulted) ? I haven't heard much about it so I'm interested.
28.01.2025 12:27 โ ๐ 0 ๐ 0 ๐ฌ 1 ๐ 0
What are these characteristics ? Too axis-aligned ?
29.12.2024 10:45 โ ๐ 0 ๐ 0 ๐ฌ 0 ๐ 0
Love the color scheme! What's your setup ? (this doesn't look like a standard Windows+Visual Studio)
16.12.2024 10:48 โ ๐ 0 ๐ 0 ๐ฌ 2 ๐ 0
Is there a difference between an R-Tree and a BVH ? When (briefly) I looked into R-Trees they looked like the exact same thing, from a separate community
13.12.2024 08:42 โ ๐ 0 ๐ 0 ๐ฌ 1 ๐ 0
Better in what sense ? Better for innovation (no opaque acceleration structure) ? Better for the end users (no feature kept behind expensive HW) ? Or better for actual performance ?
10.12.2024 15:09 โ ๐ 0 ๐ 0 ๐ฌ 1 ๐ 0
UNC Dynamic Scene Benchmarks
That's interesting, as there is a (pretty old) dynamic scene benchmark which features an exploding Stanford dragon: gamma.cs.unc.edu/DYNAMICB/
I wonder if this usage clause was there at the time.
10.12.2024 13:30 โ ๐ 2 ๐ 0 ๐ฌ 0 ๐ 0
Just spent hours trying to understand why a traceRayEXT() GLSL call wasn't working (no validation message), turns out I had set maxPipelineRecursionDepth to 0 instead of 1 for the RT pipeline.... Vulkan debugging is quite painful when the validation layers aren't catching your stupid mistakes ^^
24.11.2024 16:12 โ ๐ 3 ๐ 0 ๐ฌ 0 ๐ 0
math music conlangs weird toys
https://lynn.github.io/
Founder and CEO of Blender. Also using Mastodon: @tonroosendaal@mstdn.social.
I only use social media to share. Contact info on blender.org.
Lead graphics programmer @AMD, previously SIE R&D (PlayStation). Opinions are my own. He/they.
๐ gboisse.github.io
Postdoctoral researcher - Expressive Computation Lab @ UCSB
http://em-yu.github.io
Postdoctoral Researcher @ Inria Universitรฉ Cรดte dโAzur
Morgan McGuire - Gone Sailing! Now on the Salish Sea.
Known for Roblox, NVIDIA, Pasteur Labs, Graphics Codex, Markdeep, G3D, Skylanders, E Ink, Titan Quest, Vicarious Visions, Unity, Activision, Williams, Waterloo, Quadplay, Computer Graphics
#TinyGlade is a small relaxing diorama builder where you doodle whimsical castles, cozy cottages & romantic ruins.
๐ http://s.team/a/2198150
๐ https://pouncelight.games/tiny-glade/
๐ฎ i make video games and stuff
๐ฆ created http://ashorthike.com
(he / him)
video games
๐ czar @ yoyogigames
๐ HW @ playstation
ยท interested in perf stuff, custom engines
ยท made Gun Trails for playdate (https://play.date/games/gun-trails/)
ยท previously at that's no moon, nvidia, netflix, disney and pixar
Mosa Lina. PRODUCER 2021. qomp. 10mg. Gutwhale. ord. Handulum. A lot of other games. he/him. Check out my website: https://stuffedwomb.at/
BG Artist / Illustrator ๐ฑ
He/they
https://alexanderchacon.com/
For professional inquiries email me at: contact@alexanderchacon.com
Associate prof, MIT EECS/CSAIL ๐ป๐ฌ๐ฆฅ๐ง๐๏ธโโ๏ธ๐ผ๐๐ป๐ณ๏ธโ๐ he/him/his
LโAtelier dโรฉcologie politique (Atรฉcopol) participe, depuis son lancement en 2018 ร Toulouse, ร la construction dโune communautรฉ pluridisciplinaire de scientifiques rรฉflรฉchissant aux multiples aspects liรฉs aux bouleversements รฉcologique
PhD student in computer Graphics
Graphics coder at Apple
Demoscener at Razor1911
www.aduprat.com
Artist & developer making a cool thing with cool people. Prev: Riot, Blizzard, Epic, Heart Machine, Phoenix Labs, Wildlife, FRD.
Research Scientist @ Intel
Digital Geometer, Associate Professor of Computer Science & Robotics at Carnegie Mellon University. There are four lights.
https://www.cs.cmu.edu/~kmcrane/