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Cyril Crassin

dblp:81/1865 · DBLP profile ↗
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7ranked-venue papers
5as first author
0since 2021 · last 2016
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 7 · 5 first-authorHuman-computer interaction and ubiquitous computing · 4 · 3 first-author

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Computer graphics and multimedia
2 papers
Rendering · 100%
Computer architecture, parallel and distributed computing, and storage systems
1 paper
GPUs and heterogeneous computing · 100%

Topics — the 8 heaviest of 9, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Rendering
antialiasing
0.212016
Aggregate G-Buffer Anti-Aliasing -Extended Version- · IEEE Trans. Vis. Comput. Graph. 2016
Rendering › GPU rendering › shader-based rendering
deferred shading
0.212016
Aggregate G-Buffer Anti-Aliasing -Extended Version- · IEEE Trans. Vis. Comput. Graph. 2016
Rendering
real-time rendering
0.212016
Aggregate G-Buffer Anti-Aliasing -Extended Version- · IEEE Trans. Vis. Comput. Graph. 2016
Rendering
material appearance
0.212015
The SGGX microflake distribution · ACM Trans. Graph. 2015
Rendering › bidirectional reflectance distribution function
microfacet BRDF
0.212015
The SGGX microflake distribution · ACM Trans. Graph. 2015
Rendering
physically based rendering
0.212015
The SGGX microflake distribution · ACM Trans. Graph. 2015
Rendering › monte carlo rendering
importance sampling
0.112015
The SGGX microflake distribution · ACM Trans. Graph. 2015
Rendering
monte carlo rendering
0.112015
The SGGX microflake distribution · ACM Trans. Graph. 2015

Methods — techniques the papers use, named apart from their topics

aggregate g-buffer · 0.5MSAA · 0.5projected area parameterization · 0.2ellipsoid normal distribution · 0.2
YearPublicationVenuePosition
2016 Aggregate G-Buffer Anti-Aliasing -Extended Version-
abstract
We present Aggregate G-Buffer Anti-Aliasing (AGAA), a new technique for efficient anti-aliased deferred rendering of complex geometry using modern graphics hardware. In geometrically complex situations where many surfaces intersect a pixel, current rendering systems shade each contributing surface at least once per pixel. As the sample density and geometric complexity increase, the shading cost becomes prohibitive for real-time rendering. Under deferred shading, so does the required framebuffer memory. Our goal is to make high per-pixel sampling rates practical for real-time applications by substantially reducing shading costs and per-pixel storage compared to traditional deferred shading. AGAA uses the rasterization pipeline to generate a compact, pre-filtered geometric representation inside each pixel. We shade this representation at a fixed rate, independent of geometric complexity. By decoupling shading rate from geometric sampling rate, the algorithm reduces the storage and bandwidth costs of a geometry buffer, and allows scaling to high visibility sampling rates for anti-aliasing. AGAA with two aggregates per-pixel generates results comparable to 32 × MSAA, but requires 54 percent less memory and is up to 2.6 × faster ( -30 percent memory and 1.7 × faster for 8 × MSAA).
Cyril Crassin, Morgan McGuire, Kayvon Fatahalian, Aaron E. Lefohn
IEEE Trans. Vis. Comput. Graph.1
2015 Aggregate G-buffer anti-aliasing
abstract
We present Aggregate G-Buffer Anti-Aliasing (AGAA), a new technique for efficient anti-aliased deferred rendering of complex geometry using modern graphics hardware. In geometrically complex situations, where many surfaces intersect a pixel, current rendering systems shade each contributing surface at least once per pixel. As the sample density and geometric complexity increase, the shading cost becomes prohibitive for real-time rendering. Under deferred shading, so does the required framebuffer memory. AGAA uses the rasterization pipeline to generate a compact, pre-filtered geometric representation inside each pixel. We then shade this at a fixed rate, independent of geometric complexity. By decoupling shading rate from geometric sampling rate, the algorithm reduces the storage and bandwidth costs of a geometry buffer, and allows scaling to high visibility sampling rates for anti-aliasing. AGAA with 2 aggregate surfaces per-pixel generates results comparable to 8x MSAA, but requires 30% less memory (45% savings for 16x MSAA), and is up to 1.3x faster.
Cyril Crassin, Morgan McGuire, Kayvon Fatahalian, Aaron E. Lefohn
I3D1
2015 The SGGX microflake distribution
abstract
We introduce the Symmetric GGX (SGGX) distribution to represent spatially-varying properties of anisotropic microflake participating media. Our key theoretical insight is to represent a microflake distribution by the projected area of the microflakes. We use the projected area to parameterize the shape of an ellipsoid, from which we recover a distribution of normals. The representation based on the projected area allows for robust linear interpolation and prefiltering, and thanks to its geometric interpretation, we derive closed form expressions for all operations used in the microflake framework. We also incorporate microflakes with diffuse reflectance in our theoretical framework. This allows us to model the appearance of rough diffuse materials in addition to rough specular materials. Finally, we use the idea of sampling the distribution of visible normals to design a perfect importance sampling technique for our SGGX microflake phase functions. It is analytic, deterministic, simple to implement, and one order of magnitude faster than previous work.
Eric Heitz, Jonathan Dupuy, Cyril Crassin, Carsten Dachsbacher
ACM Trans. Graph.3
2011 Interactive indirect illumination using voxel cone tracing: a preview
abstract
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 surfaces involved. While off-line computation and pre-baking can be acceptable for some cases, many applications (games, simulators, etc.) require real-time or interactive approaches to evaluate indirect illumination. In this paper, we present a novel real-time solution that calculates two light bounces - either glossy or diffuse - using a hierarchical voxel representation generated from a regular scene mesh. Our algorithm consists of two steps. First, direct illumination information (energy and direction) is emitted from dynamic area light sources and splatted into the voxel hierarchy, accounting for possible occluders. Secondly, we draw the scene mesh and compute the illumination in the pixel shader by combining the direct illumination and the indirect illumination received from the rest of the scene. For the latter, our approach employs an approximate voxel cone tracing to efficiently collect visibility and light in the hierarchical voxel representation of the scene. Our solution offers real-time and almost geometry-independent performance with a high visual quality for complex scenes with diffuse, as well as glossy surfaces.
Cyril Crassin, Fabrice Neyret, Miguel Sainz, Simon Green, Elmar Eisemann
SI3D1
2011 Interactive Indirect Illumination Using Voxel Cone Tracing
abstract
Abstract 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 involved surfaces. While off‐line computation and pre‐baking can be acceptable for some cases, many applications (games, simulators, etc.) require real‐time or interactive approaches to evaluate indirect illumination. We present a novel algorithm to compute indirect lighting in real‐time that avoids costly precomputation steps and is not restricted to low‐frequency illumination. It is based on a hierarchical voxel octree representation generated and updated on the fly from a regular scene mesh coupled with an approximate voxel cone tracing that allows for a fast estimation of the visibility and incoming energy. Our approach can manage two light bounces for both Lambertian and glossy materials at interactive framerates (25–70FPS). It exhibits an almost scene‐independent performance and can handle complex scenes with dynamic content thanks to an interactive octree‐voxelization scheme. In addition, we demonstrate that our voxel cone tracing can be used to efficiently estimate Ambient Occlusion.
Cyril Crassin, Fabrice Neyret, Miguel Sainz, Simon Green, Elmar Eisemann
Comput. Graph. Forum1
2009 GigaVoxels: ray-guided streaming for efficient and detailed voxel rendering
abstract
We propose a new approach to efficiently render large volumetric data sets. The system achieves interactive to real-time rendering performance for several billion voxels.
Cyril Crassin, Fabrice Neyret, Sylvain Lefebvre 0001, Elmar Eisemann
SI3D1
2008 Interactive multiple anisotropic scattering in clouds
abstract
We propose an algorithm for the real time realistic simulation of multiple anisotropic scattering of light in a volume. Contrary to previous real-time methods we account for all kinds of light paths through the medium and preserve their anisotropic behavior.
Antoine Bouthors, Fabrice Neyret, Nelson L. Max, Eric Bruneton, Cyril Crassin
SI3D5