Wilhem Barbier
wbrbr.bsky.social
Wilhem Barbier
@wbrbr.bsky.social
Computer graphics PhD student @ IRIT. Ex-intern: Adobe, Unity
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
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
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