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Wilhem Barbier

@wbrbr.bsky.social

Computer graphics PhD student @ IRIT. Ex-intern: Adobe, Unity

116 Followers  |  329 Following  |  31 Posts  |  Joined: 17.10.2024  |  2.2669

Latest posts by wbrbr.bsky.social on Bluesky

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Computing the exact bijection of the optimal transport (OT) problem between very large point sets is completely untractableโ€ฆ

In our SIGGRAPH Asia 2025 paper: โ€œBSP-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€” ๐Ÿ‘ 34    ๐Ÿ” 12    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 2
Cyprien Plateau--Holleville in front of his title slide at the RING meeting

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€” ๐Ÿ‘ 12    ๐Ÿ” 5    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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It was so good to be in Vancouver to present our work โ€œInteractive Optimization of Scaffolded Procedural Patternsโ€ at #Siggraph2025!

If you couldnโ€™t make it, have a look at our project page!
๐Ÿ’ป marzia-riso.github.io/iospp.html

Canโ€™t wait for whatโ€™s next! ๐ŸŽ‰

18.08.2025 21:12 โ€” ๐Ÿ‘ 16    ๐Ÿ” 2    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
Sample image from the Lipschitz pruning released application

Sample image from the Lipschitz pruning released application

๐Ÿš€The code for Lipschitz Pruning is now online thanks to @wbrbr.bsky.social๐Ÿš€

๐Ÿ”— 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 license๐Ÿ“„

(poke @mattkeeter.com I remember you asked!)

18.08.2025 09:48 โ€” ๐Ÿ‘ 21    ๐Ÿ” 10    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

Presenting this paper tomorrow morning at 9:30am, during the Lightning Fast Geometry sessionโšก
Come check it out if you can!

13.08.2025 23:48 โ€” ๐Ÿ‘ 52    ๐Ÿ” 7    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 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€” ๐Ÿ‘ 4    ๐Ÿ” 3    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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๐Ÿ“œ New SIGGRAPH 2025 paper ๐ŸŽ‰

โ”How to compute bounding volumes for procedural Signed Distance Fields (SDFs)? This is not so trivial!

๐Ÿ’กWe 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€” ๐Ÿ‘ 27    ๐Ÿ” 11    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 1

Thanks, I'm glad you liked it!

24.06.2025 11:35 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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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€” ๐Ÿ‘ 3    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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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€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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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€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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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€” ๐Ÿ‘ 2    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 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€” ๐Ÿ‘ 44    ๐Ÿ” 12    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 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€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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Back to fiddling with my Vulkan path tracer

30.05.2025 17:59 โ€” ๐Ÿ‘ 4    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

Thanks! Glad you like it, your paper was a big inspiration for this project.

14.05.2025 13:21 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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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€” ๐Ÿ‘ 54    ๐Ÿ” 15    ๐Ÿ’ฌ 4    ๐Ÿ“Œ 0

Oops small mistake, I mistyped @axelparis.bsky.social

07.05.2025 17:29 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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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€” ๐Ÿ‘ 11    ๐Ÿ” 6    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 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.

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€” ๐Ÿ‘ 4    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 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.

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€” ๐Ÿ‘ 44    ๐Ÿ” 18    ๐Ÿ’ฌ 2    ๐Ÿ“Œ 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€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 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€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 2    ๐Ÿ“Œ 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€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

What are these characteristics ? Too axis-aligned ?

29.12.2024 10:45 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 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€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 2    ๐Ÿ“Œ 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€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 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€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 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€” ๐Ÿ‘ 2    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 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€” ๐Ÿ‘ 3    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

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