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

Show all

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)

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)

Copyright © 2006-2012 Icare3D. All rights reserved.
Icare3D 2.0 theme, based on Jarrah theme by Templates Next | Powered by WordPress