|
GigaVoxels at Siggraph 2009
I presented GigaVoxels at Siggraph 2009 [Friday, Aug. 7th, 3:45pm, Room: 260-262]
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.
If you missed the talk, the slides can be downloaded there: GigaVoxels Siggraph 2009 Slides.
Research themes
I am a PhD student working on very large voxel scenes rendering and real-time exploration on GPU for video games.
Lastly, I have been doing 3 month of internship at NVIDIA.
I am doing my PhD under the supervision of Fabrice Neyret.
My current work deals with GPU raytracing, volume ray-casting, sparse voxel octree, GPU algorithm and complex GPU data structures.
An image gallery of last publications with videos can be found here : http://artis.imag.fr/Membres/Cyril.Crassin/RayCasting/CC08/.
Publications
GPU Working Group
I am particularly interested in GPU hardware and I am managing an INRIA working group on the topic.
Teaching
In 2007/2008, I give a Computer Graphics course on image synthesis and real-time rendering for Master students at Grenoble University/INPG. This course include OpenGL advanced features, texture synthesis and CUDA programming.
More informations here (in french).
Curriculum Vitae
PDF version : here
Personal website
I am maintaining a technical website, containing various computer graphics projects I made during my studies or my free time.
It also contains a GPU blog with up to date news about various GPU related stuff and experiments I make.
















