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

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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)

2008

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)

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