Network


Latest external collaboration on country level. Dive into details by clicking on the dots.

Hotspot


Dive into the research topics where Cyril Crassin is active.

Publication


Featured researches published by Cyril Crassin.


international conference on computer graphics and interactive techniques | 2015

The SGGX microflake distribution

Eric Heitz; Jonathan Dupuy; Cyril Crassin; Carsten Dachsbacher

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.


interactive 3d graphics and games | 2015

Aggregate G-buffer anti-aliasing

Cyril Crassin; Morgan McGuire; Kayvon Fatahalian; Aaron E. Lefohn

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.


high performance graphics | 2018

Correlation-aware semi-analytic visibility for antialiased rendering

Cyril Crassin; Chris Wyman; Morgan McGuire; Aaron E. Lefohn

Geometric aliasing is a persistent challenge for real-time rendering. Hardware multisampling remains limited to 8x, analytic coverage fails to capture correlated visibility samples, and spatial and temporal postfiltering primarily target edges of superpixel primitives. We describe a novel semi-analytic representation of coverage designed to make progress on geometric antialiasing for subpixel primitives and pixels containing many edges while handling correlated subpixel coverage. Although not yet fast enough to deploy, it crosses three critical thresholds: image quality comparable to 256x MSAA, faster than 64x MSAA, and constant space per pixel.


IEEE Transactions on Visualization and Computer Graphics | 2016

Aggregate G-Buffer Anti-Aliasing -Extended Version-

Cyril Crassin; Morgan McGuire; Kayvon Fatahalian; Aaron E. Lefohn

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 <italic>at least</italic> 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<inline-formula><tex-math notation=LaTeX>


international conference on computer graphics and interactive techniques | 2013

Interactive indirect lighting computed in the cloud

Cyril Crassin; David Luebke; Michael Mara; Morgan McGuire; Brent Oster; Peter Shirley; Peter-Pike J. Sloan; Chris Wyman

times


Archive | 2013

GENERATING ANTI-ALIASED VOXEL DATA

Cyril Crassin; Yury Uralsky; Eric Enderton; Eric B. Lum; Jerome F. Duluk; Henry Packard Moreton; David Luebke

</tex-math><alternatives> <inline-graphic xlink:type=simple xlink:href=crassin-ieq1-2586073.gif/></alternatives></inline-formula> MSAA, but requires 54 percent less memory and is up to 2.6<inline-formula><tex-math notation=LaTeX>


Archive | 2013

CloudLight: A system for amortizing indirect lighting in real-time rendering

Cyril Crassin; David Luebke; Michael W. Mara; Morgan McGuire; Brent Oster; Peter Shirley; Peter-Pike J. Sloan; Chris Wyman

times


Archive | 2014

Image illumination rendering system and method

Morgan McGuire; David Luebke; Cyril Crassin; Peter-Pike J. Sloan; Peter Shirley; Brent Oster; Christopher Ryan Wyman; Michael Mara

</tex-math><alternatives> <inline-graphic xlink:type=simple xlink:href=crassin-ieq2-2586073.gif/></alternatives></inline-formula> faster (<inline-formula> <tex-math notation=LaTeX>


Archive | 2015

System, method, and computer program product for pre-filtered anti-aliasing with deferred shading

Cyril Crassin; Morgan McGuire; Aaron E. Lefohn; David Luebke

-30


Archive | 2015

COMPUTING SYSTEM AND METHOD FOR REPRESENTING VOLUMETRIC DATA FOR A SCENE

Alexey Panteleev; Yury Uralsky; Evgeny Makarov; Henry Packard Moreton; Sergey Bolotov; Eric B. Lum; Alexey Barkovoy; Cyril Crassin

</tex-math><alternatives> <inline-graphic xlink:type=simple xlink:href=crassin-ieq3-2586073.gif/></alternatives></inline-formula> percent memory and 1.7 <inline-formula><tex-math notation=LaTeX>

Collaboration


Dive into the Cyril Crassin's collaboration.

Researchain Logo
Decentralizing Knowledge