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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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)

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)

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