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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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)

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