Cyril Crassin

Cyril Crassin

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About me

I obtained my Ph.D. degree from Grenoble University at INRIA in France in July 2011. My thesis document can be found here. Previously, I was a PhD student in the ARTIS team of INRIA under the supervision of Fabrice Neyret, working on very large and detaild voxel scenes rendering on the GPU for video game applications. I developed the GigaVoxels pipeline that proposed the use of pre-filtered voxel representations to efficiently render very large and detailed scenes as well as complex objects. During this thesis, I also did 2 summer internship at NVIDIA and I was also research visitor at Weta Digital.

I now joined NVIDIA Research in September 2011 as a postdoctoral research fellow. My NVIDIA research page
My research interests include realistic rendering, voxel-based representations, real-time ray-tracing and out-of-core data management, sparse voxel octree, GPU algorithm and complex GPU data structures.

My PhD thesis: Cyril Crassin PhD Thesis
My personal blog:
Twitter: @Icare3D

News

I presented GigaVoxels as a talk at Siggraph 2009. The talk presented our GigaVoxels pipeline now fully implemented in CUDA as well as new results we got. I especially demonstrated a new cache mechanism fully implemented on GPU, as well as ray-traced soft shadows and depth-of-filed effects implemented very efficiently thanks to cone tracing taking advantage of our full 3D MipMapping approach. More information in the sketch there: GigaVoxels Siggraph 2009 Sketch. The slides can be downloaded there: GigaVoxels Siggraph 2009 Slides.

Publications

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