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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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)

2011

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)

2009

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 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

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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