Luminance-Preserving and Temporally Stable Daltonization

Luminance-Preserving and Temporally Stable Daltonization

Color vision deficiencies (CVDs), more commonly known as color blindness, are often caused by genetics and affect the cones on the retina. Approximately 4.5% of the world’s population (8% of…

Luminance-Preserving and Temporally Stable Daltonization
Refraction Ray Cones for Texture Level of Detail

Refraction Ray Cones for Texture Level of Detail

Texture filtering is an important implementation detail of every rendering system. Its purpose is to achieve high-quality rendering of textured surfaces, while avoiding artifacts, such as aliasing, Moire patterns, and…

Refraction Ray Cones for Texture Level of Detail
A Ray-Box Intersection Algorithm and Efficient Dynamic Voxel Rendering

A Ray-Box Intersection Algorithm and Efficient Dynamic Voxel Rendering

We introduce a novel and efficient method for rendering large models composed of individually-oriented voxels. The core of this method is a new algorithm for computing the intersection point and…

A Ray-Box Intersection Algorithm and Efficient Dynamic Voxel Rendering
Correlation-Aware Semi-Analytic Visibility for Antialiased Rendering

Correlation-Aware Semi-Analytic Visibility for Antialiased Rendering

Geometric aliasing is a persistent challenge for real-time rendering. Hardware multisampling remains limited to 8 × , analytic coverage fails to capture correlated visibility samples, and spatial and temporal postfiltering…

Correlation-Aware Semi-Analytic Visibility for Antialiased Rendering
Interactive Indirect Illumination Using

Interactive Indirect Illumination Using Voxel Cone Tracing

Indirect illumination is an important element for realistic image synthesis, but its computation is expensive and highly dependent on the complexity of the scene and of the BRDF of the…

Interactive Indirect Illumination Using Voxel Cone Tracing
GigaVoxels: A Voxel-Based Rendering Pipeline For Efficient Exploration Of Large And Detailed Scenes

GigaVoxels: A Voxel-Based Rendering Pipeline For Efficient Exploration…

In this thesis, we present a new approach to efficiently render large scenes and detailed objects in real-time. Our approach is based on a new volumetric pre-filtered geometry representation and…

GigaVoxels: A Voxel-Based Rendering Pipeline For Efficient Exploration…
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Welcome to my personal website

My name is Cyril Crassin, I am a Research Scientist in computer graphics at NVIDIA Research. I joined NVIDIA in 2011 after obtaining my Ph.D degree from Grenoble University at INRIA in France. My research interests include real-time realistic rendering, global illumination, alternative geometric and material representations (especially voxel-based), ray-tracing, anti-aliasing techniques, distributed rendering, GPU algorithm and complex GPU data structures, 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 that proposed the use of pre-filtered voxel representations for the efficient rendering of very large scenes and detailed complex objects, as well as the GIVoxels indirect illumination technique using Voxel Cone Tracing and Sparse Voxel Octree, with several hardware implications in the NVIDIA Maxwell architecture and industry implementations or adaptations in game engines like SVOGI (UE4 Elemental Demo), SVOTI (CryEngine 3, Crysis Remastered, Kingdom Come: Deliverance…), VXGI / VXAO (NVIDIA GameWorks, Rise of the Tomb Raider).

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