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

Interactive Indirect Illumination Using Voxel Cone Tracing

Interactive Indirect Illumination Using Voxel Cone Tracing

Crassin, Cyril; Neyret, Fabrice; Sainz, Miguel; Green, Simon; Eisemann, Elmar

Computer Graphics Forum (Proc. of Pacific Graphics 2011), 2011. (Article)

(Abstract | Links | BibTeX | Tags: Voxel, Global Illumination, Lighting, Real-Time)

Interactive Indirect Illumination Using Voxel Cone Tracing: An Insight

Interactive Indirect Illumination Using Voxel Cone Tracing: An Insight

Crassin, Cyril; Neyret, Fabrice; Sainz, Miguel; Green, Simon; Eisemann, Elmar

SIGGRAPH 2011 : Technical Talk, ACM SIGGRAPH, 2011. (Inproceeding)

(Abstract | Links | BibTeX | Tags: Voxel, Global Illumination, Lighting, Real-Time, gpu)

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)

Interactive Indirect Illumination Using Voxel Cone Tracing: A Preview

Interactive Indirect Illumination Using Voxel Cone Tracing: A Preview

Crassin, Cyril; Neyret, Fabrice; Sainz, Miguel; Green, Simon; Eisemann, Elmar

Poster ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games (I3D). Best Poster Award., 2011. (Inproceeding)

(Links | BibTeX | Tags: Voxel, Global Illumination, Lighting, Real-Time, gpu)

2010

Efficient Rendering of Highly Detailed Volumetric Scenes with GigaVoxels

Efficient Rendering of Highly Detailed Volumetric Scenes with GigaVoxels

Crassin, Cyril; Neyret, Fabrice; Sainz, Miguel; Eisemann, Elmar

GPU Pro, Page(s): 643--676, A K Peters, 2010. (Inbook)

(Abstract | Links | BibTeX | Tags: Voxel, Real-Time, rendering, out-of-core, filtering, gpu)

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