Wilhem Barbier

github, email, cv

Hi! I'm a third year PhD student at the IRIT lab in Toulouse, in the STORM team. My research focuses on efficient GPU algorithms to build and update bounding volume hierarchies. I am interested in everything related to rendering —especially real-time rendering— and GPU programming.

Publications

Lipschitz Pruning: Hierarchical Simplification of Primitive-Based SDFs
Wilhem Barbier, Mathieu Sanchez (joint first authors), Axel Paris, Élie Michel, Thibaud Lambert, Tamy Boubekeur, Mathias Paulin, Théo Thonat
Published in Eurographics 2025

Links: project page, paper

Htex: Per-Halfedge Texturing for Arbitrary Mesh Topologies
Wilhem Barbier, Jonathan Dupuy
Published in HPG 2022

Links: paper

Direct only Ours

A Data-Driven Paradigm for Precomputed Radiance Transfer
Laurent Belcour, Thomas Deliot, Wilhem Barbier, Cyril Soler
Published in HPG 2022

Links: paper, project page

Personal projects

Real-time Renderer

A real-time deferred renderer using OpenGL. Its most notable features are image-based lighting, normal mapping, dynamic shadows using shadow mapping, basic temporal antialiasing and ambient occlusion.

Source code here

See the portfolio page for a showcase of some features

Path tracer

This is a simple Monte Carlo path tracer. It has a bounding volume hierarchy for fast ray-triangle intersections, and uses a physically-based rendering model.

Source code here

Software Rasterizer

I wrote this software rasterizer after learning OpenGL because I wanted to better understand the rendering pipeline.

Source code here

GameBoy emulator

A barebones GameBoy emulator: as of now it can start a game of Tetris. It also has an integrated debugger with a memory and VRAM viewer.

Source code here