Research engineer at Adobe Research in 3D computer graphics. Prior to this, I was a post doctoral researcher at Adobe. I completed my PhD in the GraphDeco team at Inria Sophia Antipolis.
Publications
Sphere Carving: Bounding Volumes for Signed Distance Fields
Triangle Rejection Sampling for Density-Equipped Meshes on GPU
Computer Graphics Forum (Proc. HPG) 2025
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Supplemental
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Lipschitz Pruning: Hierarchical Simplification of Primitive-Based SDFs
Computer Graphics Forum (Proc. Eurographics) 2025
🏆 Best paper Honorable Mention
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RMIP: Displacement ray-tracing via inversion and oblong bounding
MIPNet: Neural Normal-to-Anisotropic-Roughness MIP Mapping
Tessellation-Free Displacement Mapping for Ray Tracing
Video-Based Rendering of Dynamic Stationary Environments from Unsynchronized Inputs
Computer Graphics Forum (Proc. EGSR) 2021
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Thin Structures in Image Based Rendering
Computer Graphics Forum (Proc. EGSR) 2018
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Multi-View Inpainting for Image-Based Scene Editing and Rendering
International Conference on 3D Vision (3DV) 2016
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sibr: A System for Image-Based Rendering
Publicly released research framework. 2020
Web page
Repository
Projects
Projects
C++ integrated Shading Language
CSL is a C++ header-only library, self-transpiling into GLSL at runtime, allowing to write OpenGL shaders directly inside computer graphics applications code.
Code