Baptiste GENEST
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baptiste-genest.bsky.social
Baptiste GENEST
@baptiste-genest.bsky.social
Applied math and Geometry lover, discrete geometer wannabe. PhD Student at LIRIS.
he/him
We show that this approach can be applied to standard applications of OT, like image stippling, shape interpolation, color transfer, partial point cloud registration, intrinsic mesh sampling and Topological Data Analysis (a domain where bijectivity is required!).
October 1, 2025 at 1:55 PM
We also extend it to partial matchings, and general sparse transport plans between non-uniform measures.

Then, in the bijective and injective cases, we exploit this extreme sparsity to efficiently merge two assignments using very simple discrete optimization.
October 1, 2025 at 1:55 PM
BSP Matchings generalize the Quicksort algorithm. We simultaneously build two BSP trees on each point cloud and match their leaves.
October 1, 2025 at 1:55 PM
This is a joint work with @nbonneel.bsky.social, Vincent Nivoliers and @dcoeurjo.bsky.social @cnrsinformatics.bsky.social

Our pipeline is simple: we use BSP (Binary Space Partitioning) matchings to efficiently generate random bijections before merging them into a single one of low transport cost.
October 1, 2025 at 1:55 PM
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
You can then use these coordinates to enhance SDF rendering with textures, normal maps, and even displacement maps!

You also can use it with shell maps to define a 3D coordinate system from the 2D ones, and more!
May 10, 2025 at 6:20 PM
We use concepts from differential geometry to first define local uv-fields that are evaluatable point-wise. We then show how we can merge multiple fields into larger ones to get high quality uv-fields on large smooth patches of the shape.
May 10, 2025 at 6:20 PM
We introduce the first method to compute uv coordinates on implicit surfaces, without discretization, in real-time in a sphere-tracing pipeline!

It allows you to get full control over the appearance of the shape, with textures, without losing the benefits of implicit representations!
May 10, 2025 at 6:20 PM
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