Wilhem Barbier
wbrbr.bsky.social
Wilhem Barbier
@wbrbr.bsky.social
Computer graphics PhD student @ IRIT. Ex-intern: Adobe, Unity
Reposted by Wilhem Barbier
Computing the exact bijection of the optimal transport (OT) problem between very large point sets is completely untractable…

In our SIGGRAPH Asia 2025 paper: “BSP-OT: Sparse transport plans between discrete measures in log-linear time” we get one with typically 1% of error in a few seconds on CPU!
October 1, 2025 at 1:55 PM
Reposted by Wilhem Barbier
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 !
September 18, 2025 at 8:48 AM
Reposted by Wilhem Barbier
It was so good to be in Vancouver to present our work “Interactive Optimization of Scaffolded Procedural Patterns” at #Siggraph2025!

If you couldn’t make it, have a look at our project page!
💻 marzia-riso.github.io/iospp.html

Can’t wait for what’s next! 🎉
August 18, 2025 at 9:12 PM
Reposted by Wilhem Barbier
🚀The code for Lipschitz Pruning is now online thanks to @wbrbr.bsky.social🚀

🔗 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 license📄

(poke @mattkeeter.com I remember you asked!)
August 18, 2025 at 9:48 AM
Reposted by Wilhem Barbier
Presenting this paper tomorrow morning at 9:30am, during the Lightning Fast Geometry session⚡
Come check it out if you can!
📜 New SIGGRAPH 2025 paper 🎉

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

💡We propose a simple method called Sphere Carving. It extracts (convex) bounding volumes around SDFs, requires very few evaluations, and is GPU compatible.
August 13, 2025 at 11:48 PM
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...
Lipschitz Pruning: Hierarchical Simplification of Primitive-Based SDFs
wbrbr.org
August 11, 2025 at 12:46 AM
Reposted by Wilhem Barbier
📜 New SIGGRAPH 2025 paper 🎉

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

💡We propose a simple method called Sphere Carving. It extracts (convex) bounding volumes around SDFs, requires very few evaluations, and is GPU compatible.
August 5, 2025 at 3:02 PM
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...
Fused Collapsing for Wide BVH Construction
wbrbr.org
June 23, 2025 at 5:27 PM
Back to fiddling with my Vulkan path tracer
May 30, 2025 at 5:59 PM
Reposted by Wilhem Barbier
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".
May 10, 2025 at 6:20 PM
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 Théo Thonat.
May 7, 2025 at 1:37 PM
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 ^^
November 24, 2024 at 4:12 PM
Weekend project: a simple SPH fluid simulator. It's clearly not very good yet, but it's starting to look like something! Fluids are fun
October 27, 2024 at 8:41 AM