Wilhem Barbier
wbrbr.bsky.social
Wilhem Barbier
@wbrbr.bsky.social
Computer graphics PhD student @ IRIT. Ex-intern: Adobe, Unity
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!
June 23, 2025 at 5:33 PM
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.
June 23, 2025 at 5:32 PM
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.
June 23, 2025 at 5:30 PM
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.
June 23, 2025 at 5:28 PM
Back to fiddling with my Vulkan path tracer
May 30, 2025 at 5:59 PM
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...
May 7, 2025 at 1:39 PM
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
May 7, 2025 at 1:38 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
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