Packing my bag for #SIGGRAPH2026! @brunolevy01.bsky.social and I will be presenting our course on Optimal Transport for Fluid Simulation on Sunday July 19, 9am-12:15pm, Room 408B! Come say hi if you're around!
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!
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 !
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! 🎉
🚀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!)
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.
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
📜 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.
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
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".
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.
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 ^^
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