Wilhem Barbier

@wbrbr.bsky.social

Graphics engineer, currently working on Marmoset Toolbag. Previously: PhD @ IRIT, R&D intern @ Adobe, Unity

When dealing with noisy and/or partial inputs to describe a shape, the standard approach in geometry processing is to reconstruct a clean implicit surface first, and to do geometry on it. But why this one in particular? What about all the other surfaces that would have been coherent with the input?

Super happy and honored to share that our paper "BSP-OT: Sparse transport plans between discrete measures in log-linear time" won a *Best paper award* at SIGGRAPH Asia 2025! If you are here, come see my presentation about this work Wednesday afternoon! Many thanks to the award committee!

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Baptiste GENEST@baptiste-genest.bsky.social · 10mo ago

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!

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!

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 !

Cyprien Plateau--Holleville in front of his title slide at the RING meeting

📜 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.

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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".

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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 ^^