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.


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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)


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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