  Cyril Crassin  

 



  ![](/sites/default/files/person/Moi_2019_05_004_small.jpg)

  

 Cyril Crassin joined NVIDIA Research in 2011. His research interests include real-time and realistic rendering, alternative geometric and material representations (especially voxel-based), anti-aliasing techniques, global illumination, real-time ray-tracing and out-of-core data management. Prior to joining NVIDIA, Cyril obtained his Ph.D. degree from Grenoble University at INRIA in France. His most impactful contributions are the GIVoxels/VXGI voxel-based indirect illumination technique, with several hardware implications in the NVIDIA Maxwell architecture, as well as the GigaVoxels rendering pipeline that proposed the use of pre-filtered voxel representations for efficient real-time rendering of very large and detailed scenes and complex objects.

[Full list of publications](http://www.icare3d.org/research-cat/publications)



   Research Area(s)

[Computer Graphics](/index.php/research-area/computer-graphics)

[Real-Time Rendering](/index.php/research-area/real-time-rendering)

 

 

  

 Main Field of Interest

[Computer Graphics](/index.php/research-area/computer-graphics)

 

  

 

 

 



 ### Publications

 

### 2023 

[Luminance-Preserving and Temporally Stable Daltonization](/index.php/publication/2023-05_daltonization)

[Pontus Ebelin](/index.php/person/pontus-ebelin), [Cyril Crassin](/index.php/person/cyril-crassin), Gyorgy Denes, Magnus Oskarsson, Kalle Åström, [Tomas Akenine-Möller](/index.php/person/tomas-akenine-moller)



[Eurographics 2023 Short Papers](https://eg2023.saarland-informatics-campus.de/)









### 2021 

[Refraction Ray Cones for Texture Level of Detail](/index.php/publication/2021-08_refraction-ray-cones-texture-level-detail)

Jakub Bokskansky, [Cyril Crassin](/index.php/person/cyril-crassin), [Tomas Akenine-Möller](/index.php/person/tomas-akenine-moller)



[Ray Tracing Gems II, chapter 10, 2021.](https://link.springer.com/chapter/10.1007/978-1-4842-7185-8_10)









[Improved Shader and Texture Level of Detail Using Ray Cones](/index.php/publication/2021-04_improved-shader-and-texture-level-detail-using-ray-cones)

[Tomas Akenine-Möller](/index.php/person/tomas-akenine-moller), [Cyril Crassin](/index.php/person/cyril-crassin), Jakub Boksansky, Laurent Belcour, Alexey Panteleev, Oli Wright



[Journal of Computer Graphics Techniques, 2021](http://jcgt.org/published/0010/01/01/)









### 2018 

[A Ray-Box Intersection Algorithm and Efficient Dynamic Voxel Rendering](/index.php/publication/2018-09_ray-box-intersection-algorithm-and-efficient-dynamic-voxel-rendering)

Zander Majercik, [Cyril Crassin](/index.php/person/cyril-crassin), Peter Shirley, Morgan McGuire



[Journal of Computer Graphics Techniques](http://jcgt.org/published/0007/03/04/)









[Correlation-Aware Semi-Analytic Visibility for Antialiased Rendering](/index.php/publication/2018-08_correlation-aware-semi-analytic-visibility-antialiased-rendering)

[Cyril Crassin](/index.php/person/cyril-crassin), [Chris Wyman](/index.php/person/chris-wyman), Morgan McGuire, [Aaron Lefohn](/index.php/person/aaron-lefohn)



[HPG ’18: High-Performance Graphics](http://www.highperformancegraphics.org/2018/)









### 2016 

[Aggregate G-Buffer Anti-Aliasing in Unreal Engine 4](/index.php/publication/2016-07_aggregate-g-buffer-anti-aliasing-unreal-engine-4)

Louis Bavoil, [Cyril Crassin](/index.php/person/cyril-crassin)



[Siggraph 2016 Course - Advances in Real-Time Rendering in Games](http://advances.realtimerendering.com/s2016/)









### 2015 

[CloudLight: A System for Amortizing Indirect Lighting in Real-Time Rendering](/index.php/publication/2015-10_cloudlight-system-amortizing-indirect-lighting-real-time-rendering)

[Cyril Crassin](/index.php/person/cyril-crassin), [David Luebke](/index.php/person/david-luebke), Michael Mara, Morgan McGuire, Brent Oster, Peter Shirley, Peter-Pike Sloan, [Chris Wyman](/index.php/person/chris-wyman)



[Journal of Computer Graphics Techniques](http://jcgt.org/published/0004/04/01/)









[The SGGX microflake distribution](/index.php/publication/2015-08_sggx-microflake-distribution)

Eric Heitz, Jonathan Dupuy, [Cyril Crassin](/index.php/person/cyril-crassin), Carsten Dachsbacher



[ACM Transactions on Graphics (TOG) - Proceedings of ACM SIGGRAPH 2015](http://dl.acm.org/citation.cfm?id=2766988)









[Aggregate G-Buffer Anti-Aliasing](/index.php/publication/2015-02_aggregate-g-buffer-anti-aliasing)

[Cyril Crassin](/index.php/person/cyril-crassin), Morgan McGuire, Kayvon Fatahalian, [Aaron Lefohn](/index.php/person/aaron-lefohn)



[Proceedings of the ACM Symposium on Interactive 3D Graphics and Games 2015 (I3D…](http://www.csee.umbc.edu/csee/research/vangogh/I3D2015/)









### 2013 

[CloudLight: A system for amortizing indirect lighting in real-time rendering (Technical Report)](/index.php/publication/2013-07_cloudlight-system-amortizing-indirect-lighting-real-time-rendering-technical)

[Cyril Crassin](/index.php/person/cyril-crassin), [David Luebke](/index.php/person/david-luebke), Michael Mara, Morgan McGuire, Brent Oster, Peter Shirley, Peter-Pike Sloan, [Chris Wyman](/index.php/person/chris-wyman)













### 2012 

[Octree-Based Sparse Voxelization Using The GPU Hardware Rasterizer](/index.php/publication/2012-07_octree-based-sparse-voxelization-using-gpu-hardware-rasterizer)

[Cyril Crassin](/index.php/person/cyril-crassin), Simon Green



[OpenGL Insights](http://openglinsights.com/)









### 2011 

[Interactive Indirect Illumination Using Voxel Cone Tracing](/index.php/publication/2011-09_interactive-indirect-illumination-using-voxel-cone-tracing)

[Cyril Crassin](/index.php/person/cyril-crassin), Fabrice Neyret, Miguel Sainz, Simon Green, Elmar Eisemann



[Interactive Indirect Illumination Using Voxel Cone Tracing](http://onlinelibrary.wiley.com/doi/10.1111/j.1467-8659.2011.02063.x/abstract)