Research

I am a Research Scientist at NVIDIA Research (My NVIDIA research page). I joined NVIDIA in 2011 after obtaining my Ph.D. degree from Grenoble University at INRIA in France (thesis document here). My research interests include real-time realistic rendering, global illumination, alternative geometric and material representations (voxel-based), ray-tracing, anti-aliasing techniques, distributed rendering, as well as out-of-core data management. My predominant research direction focuses on the use of pre-filtered geometric representations for the efficient anti-aliased rendering of detailed scenes and complex objects, as well as global illumination effects. My most impactful contributions are the GigaVoxels rendering pipeline and the GIVoxels/VXGI voxel-based indirect illumination technique, with several hardware implications in the NVIDIA Maxwell architecture.

Publications

2015

Aggregate G-Buffer Anti-Aliasing

Aggregate G-Buffer Anti-Aliasing

Crassin, Cyril; McGuire, Morgan; Fatahalian, Kayvon; Lefohn, Aaron

ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games (I3D) -- IEEE Transactions on Visualization and Computer Graphics (TVCG) - October 2016, ACM, IEEE, 2015. (Inproceeding)

(Abstract | Links | BibTeX | Tags: anti-aliasing, pre-filtering, aggregate, shading, deferred)

2013

CloudLight: A system for amortizing indirect lighting in real-time rendering

CloudLight: A system for amortizing indirect lighting in real-time rendering

Crassin, Cyril; Luebke, David; Mara, Michael; McGuire, Morgan; Oster, Brent; Shirley, Peter; Sloan, Peter-Pike; Wyman, Chris

2013. (Techreport)

(Abstract | Links | BibTeX | Tags: Global Illumination, cloud rendering)

2012

Dynamic Sparse Voxel Octrees for Next-Gen Real-Time Rendering

Dynamic Sparse Voxel Octrees for Next-Gen Real-Time Rendering

Crassin, Cyril

SIGGRAPH 2012 Course : Beyond Programmable Shading, ACM SIGGRAPH, 2012. (Inproceeding)

(Abstract | Links | BibTeX | Tags: Voxel, Real-Time, rendering, gpu, depth-of-field, soft shadows, cone-tracing, octree, VCT)

Octree-Based Sparse Voxelization Using The GPU Hardware Rasterizer

Octree-Based Sparse Voxelization Using The GPU Hardware Rasterizer

Crassin, Cyril; Green, Simon

OpenGL Insights, CRC Press, Patrick Cozzi and Christophe Riccio, 2012. (Inbook)

(Abstract | Links | BibTeX | Tags: Voxel, voxelization, gpu)

2011

Interactive Indirect Illumination Using Voxel Cone Tracing

Interactive Indirect Illumination Using Voxel Cone Tracing

Crassin, Cyril; Neyret, Fabrice; Sainz, Miguel; Green, Simon; Eisemann, Elmar

Computer Graphics Forum (Proc. of Pacific Graphics 2011), 2011. (Article)

(Abstract | Links | BibTeX | Tags: Voxel, Global Illumination, Lighting, Real-Time)

Interactive Indirect Illumination Using Voxel Cone Tracing: An Insight

Interactive Indirect Illumination Using Voxel Cone Tracing: An Insight

Crassin, Cyril; Neyret, Fabrice; Sainz, Miguel; Green, Simon; Eisemann, Elmar

SIGGRAPH 2011 : Technical Talk, ACM SIGGRAPH, 2011. (Inproceeding)

(Abstract | Links | BibTeX | Tags: Voxel, Global Illumination, Lighting, Real-Time, gpu)

GigaVoxels: A Voxel-Based Rendering Pipeline For Efficient Exploration Of Large And Detailed Scenes

GigaVoxels: A Voxel-Based Rendering Pipeline For Efficient Exploration Of Large And Detailed Scenes

Crassin, Cyril

Grenoble University, 2011. (PhD Thesis)

(Abstract | Links | BibTeX | Tags: Voxel, Global Illumination, Real-Time, rendering, out-of-core, gpu, ray-tracing, cone-tracing, octree)

Interactive Indirect Illumination Using Voxel Cone Tracing: A Preview

Interactive Indirect Illumination Using Voxel Cone Tracing: A Preview

Crassin, Cyril; Neyret, Fabrice; Sainz, Miguel; Green, Simon; Eisemann, Elmar

Poster ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games (I3D). Best Poster Award., 2011. (Inproceeding)

(Links | BibTeX | Tags: Voxel, Global Illumination, Lighting, Real-Time, gpu)

2010

Efficient Rendering of Highly Detailed Volumetric Scenes with GigaVoxels

Efficient Rendering of Highly Detailed Volumetric Scenes with GigaVoxels

Crassin, Cyril; Neyret, Fabrice; Sainz, Miguel; Eisemann, Elmar

GPU Pro, Page(s): 643--676, A K Peters, 2010. (Inbook)

(Abstract | Links | BibTeX | Tags: Voxel, Real-Time, rendering, out-of-core, filtering, gpu)

2009

GigaVoxels: Voxels Come Into Play

GigaVoxels: Voxels Come Into Play

Crassin, Cyril

Crytek Conference Talk. Crytek GmbH. Frankfurt, Germany, 2009. (Misc)

(Links | BibTeX | Tags: gpu, voxels, ray-tracing, GigaVoxels, cache)

Beyond Triangles : GigaVoxels Effects In Video Games

Beyond Triangles : GigaVoxels Effects In Video Games

Crassin, Cyril; Neyret, Fabrice; Lefebvre, Sylvain; Sainz, Miguel; Eisemann, Elmar

SIGGRAPH 2009 : Technical Talk + Poster (Best Poster Award Finalist), ACM SIGGRAPH, 2009. (Inproceeding)

(Links | BibTeX | Tags: out-of-core, gpu, voxels, sparse, ray-tracing, depth-of-field, soft shadows)

Building with Bricks: Cuda-based Gigavoxel Rendering

Building with Bricks: Cuda-based Gigavoxel Rendering

Crassin, Cyril; Neyret, Fabrice; Eisemann, Elmar

Intel Visual Computing Research Conference, 2009. (Inproceeding)

(Abstract | Links | BibTeX | Tags: Voxel, out-of-core, filtering, voxelization, gpu, ray-tracing, depth-of-field, real-time rendering, ray-casting, octree, GigaVoxels, cache)

GigaVoxels : Ray-Guided Streaming for Efficient and Detailed Voxel Rendering

GigaVoxels : Ray-Guided Streaming for Efficient and Detailed Voxel Rendering

Crassin, Cyril; Neyret, Fabrice; Lefebvre, Sylvain; Eisemann, Elmar

ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games (I3D), ACM, 2009. (Inproceeding)

(Abstract | Links | BibTeX | Tags: Voxel, rendering, out-of-core, filtering, gpu, real-time rendering, ray-casting, octree, cache)

2008

Interactive Multiple Anisotropic Scattering In Clouds

Interactive Multiple Anisotropic Scattering In Clouds

Bouthors, Antoine; Neyret, Fabrice; Max, Nelson; Bruneton, Eric; Crassin, Cyril

ACM Symposium on Interactive 3D Graphics and Games (I3D), 2008. (Inproceeding)

(Abstract | Links | BibTeX | Tags: Voxel, Global Illumination, Lighting, real-time rendering, ray-casting, clouds rendering)

Interactive GigaVoxels

Interactive GigaVoxels

Crassin, Cyril; Neyret, Fabrice; Lefebvre, Sylvain

INRIA Technical Report 2008. (Techreport)

(Abstract | Links | BibTeX | Tags: gpu, voxels, sparse, ray-tracing, real-time rendering, volumes, hypertextures, visibility, ray-casting, octree)

2007

Rendu Interactif De Nuages Realistes

Rendu Interactif De Nuages Realistes

Bouthors, Antoine; Neyret, Fabrice; Max, Nelson; Bruneton, Eric; Crassin, Cyril

AFIG '07 (Actes des 20emes journees de l'AFIG), Page(s): 183-195, Marne la Vall'ee, France, AFIG, 2007. (Inproceeding)

(Links | BibTeX | Tags: Voxel, Global Illumination, gpu, real-time rendering, ray-casting, clouds rendering)

Représentation et Algorithmes pour l\'Exploration Interactive de Volumes Procéduraux Étendus et Détaillés

Représentation et Algorithmes pour l'Exploration Interactive de Volumes Procéduraux Étendus et Détaillés

Crassin, Cyril

2007. (Mastersthesis)

(Abstract | Links | BibTeX | Tags: Voxel, gpu, real-time rendering, visibility, ray-casting, octree)

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