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Tamy Boubekeur

@tamyboubekeur.bsky.social
134 followers 23 following 3 posts

Compute graphics researcher, Senior Director of Adobe Research Paris, Professor at Ecole Polytechnique & Professor (on leave) at Telecom Paris. Views are mine. research.adobe.com/person/tamy-boub…

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Tamy Boubekeur @tamyboubekeur.bsky.social · 17/12/2025
Modeling faceted geometry as a 4D point process on a multiscale implicit grid enables real-time glint rendering for standard NDFs, with IS, anisotropy, and colored particles. Memory-free, in a standalone fragment shader. Our SIGGRAPH Asia 2025 paper: research.adobe.com/publication/....
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Reposted by Tamy Boubekeur
Élie Michel @elie-michel.bsky.social · 19/05/2025
🏅Honored to have been awarded at #Eurographics25 for our paper on #LipschitzPruning to speed-up SDF rendering! 👉 The paper's page: wbrbr.org/publications... Congrats to @wbrbr.bsky.social, M. Sanchez, @axelparis.bsky.social, T. Lambert, @tamyboubekeur.bsky.social, M. Paulin and T. Thonat!
Wilhem receiving the award on stage
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Tamy Boubekeur @tamyboubekeur.bsky.social · 26/06/2025
Triangles offer a natural strata to layout efficient non uniform random sampling on meshes. Our triangle rejection sampling reaches 10B samples/sec, which can feed primitive instancing, fiber distributions or emissivity sampling. Details in our HPG25 paper: research.adobe.com/publication/...
The surface mesh of a landscape (top left) is enriched with tens of millions of grass blades, designed in path traced in real time using a procedural density map (bottom left).
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Reposted by Tamy Boubekeur
Wilhem Barbier @wbrbr.bsky.social · 07/05/2025
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.
Left: an input CSG tree and a much smaller pruned tree computed using our method.
Right: a rendered scene showing the number of active nodes per cell. Our method reduces the active nodes to less than 20 from the initial 6023 nodes of the input tree.
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Tamy Boubekeur @tamyboubekeur.bsky.social · 02/12/2024
ControlMat casts the "image-to-material" problem as a controlled generative task, guiding in-distribution channels diffusion with the input and introducing new diffusion components such as "Noise Rolling" for tileability. More in our ToG paper (presented Friday at SIG Asia): tinyurl.com/controlmat.
Two examples of photos (rock and leather) transformed into full PBR materials with ControlMat.
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