- Видео 20
- Просмотров 356 461
Cyril Crassin
Добавлен 5 дек 2007
I am a Research Scientist in computer graphics at NVIDIA Research. I joined NVIDIA in 2011 after obtaining my Ph.D degree from Grenoble University at INRIA in France. My research interests include real-time realistic rendering, global illumination, alternative geometric and material representations (especially voxel-based), ray-tracing, anti-aliasing techniques, distributed rendering, GPU algorithm and complex GPU data structures, as well as out-of-core data management.
Luminance-Preserving and Temporally Stable Daltonization
Supplemental video for the Eurographics 2023 short paper "Luminance-Preserving and Temporally Stable Daltonization" (Pontus Ebelin, Cyril Crassin, Gyorgy Denes, Magnus Oskarsson, Kalle Åström, Tomas Akenine-Möller).
www.icare3d.org/research-cat/publications/luminance-preserving-and-temporally-stable-daltonization.html
We propose a novel, real-time algorithm for recoloring images to improve the experience for a color vision deficient observer. The output is temporally stable and preserves luminance, the most important visual cue. It runs in 0.2 ms per frame on a GPU.
www.icare3d.org/research-cat/publications/luminance-preserving-and-temporally-stable-daltonization.html
We propose a novel, real-time algorithm for recoloring images to improve the experience for a color vision deficient observer. The output is temporally stable and preserves luminance, the most important visual cue. It runs in 0.2 ms per frame on a GPU.
Просмотров: 95
Видео
SGGX Volumetric Path-Tracing
Просмотров 975 месяцев назад
Volumetric Path-Tracing results from the SIGGRAPH 2015 paper "The SGGX microflake distribution" (Eric Heitz, Jonathan Dupuy, Cyril Crassin, Carsten Dachsbacher). www.icare3d.org/research-cat/publications/the-sggx-microflake-distribution.html
Correlation-Aware Semi-Analytic Visibility for Antialiased Rendering - Presentation
Просмотров 735 месяцев назад
Presentation video of the HPG 2018 paper "Correlation-Aware Semi-Analytic Visibility for Antialiased Rendering" (Cyril Crassin, Chris Wyman, Morgan McGuire and Aaron Lefohn). www.icare3d.org/research-cat/publications/correlation-aware-semi-analytic-visibility-for-antialiased-rendering.html Geometric aliasing is a persistent challenge for real-time rendering. Hardware multisampling remains limit...
Correlation-Aware Semi-Analytic Visibility for Antialiased Rendering
Просмотров 285 месяцев назад
Supplemental video for the HPG 2018 paper "Correlation-Aware Semi-Analytic Visibility for Antialiased Rendering" (Cyril Crassin, Chris Wyman, Morgan McGuire and Aaron Lefohn). www.icare3d.org/research-cat/publications/correlation-aware-semi-analytic-visibility-for-antialiased-rendering.html Geometric aliasing is a persistent challenge for real-time rendering. Hardware multisampling remains limi...
Interactive Multiple Anisotropic Scattering In Clouds
Просмотров 515 месяцев назад
Supplemental video for the I3D 2008 paper "Interactive Multiple Anisotropic Scattering In Clouds" (Antoine Bouthors, Fabrice Neyret, Nelson Max, Eric Bruneton and Cyril Crassin). www.icare3d.org/research-cat/publications/interactive-multiple-anisotropic-scattering-in-clouds.html We propose an algorithm for the real time realistic simulation of multiple anisotropic scattering of light in a volum...
A Ray-Box Intersection Algorithm and Efficient Dynamic Voxel Rendering
Просмотров 2255 месяцев назад
Supplemental video for the JCGT paper "A Ray-Box Intersection Algorithm and Efficient Dynamic Voxel Rendering" (Alexander Majercik, Cyril Crassin, Peter Shirley and Morgan McGuire). www.icare3d.org/research-cat/publications/a-ray-box-intersection-algorithm-and-efficient-dynamic-voxel-rendering.html We introduce a novel and efficient method for rendering large models composed of individually-ori...
Aggregate G-Buffer Anti-Aliasing
Просмотров 3,4 тыс.10 лет назад
Cyril Crassin (NVIDIA), Morgan McGuire (NVIDIA/Williams College), Kayvon Fatahalian (Carnegie Mellon University), Aaron Lefohn (NVIDIA) www.icare3d.org/research-cat/publications/aggregate-g-buffer-anti-aliasing.html 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 geometricall...
GIVoxels @ Beyond Programmable Shading (Siggraph 2012)
Просмотров 4,1 тыс.10 лет назад
Interactive Indirect Illumination Using Voxel Cone Tracing. Video showed during the Siggraph 2012 Beyond Programmable Shading Course. Rendered on GeForce GTX 680. www.icare3d.org/research-cat/publications/dynamic-sparse-voxel-octrees-for-next-gen-real-time-rendering.html
Interactive Ambient Occlusion Using Voxel Cone Tracing
Просмотров 27 тыс.13 лет назад
We present a novel algorithm to compute ambient occlusion in real-time based on a sparse voxel octree and a new voxel-based cone tracing. It provides better quality than screen-space approaches and capture long range occlusions. More info in our I3D2011 Poster: artis.imag.fr/Publications/2011/CNSGE11/ Come to see our talk at Siggraph 2011 in Vancouver ! Tuesday, 9 August 9:00 am - 10:30 am | We...
Interactive Indirect Illumination Using Voxel Cone Tracing
Просмотров 154 тыс.13 лет назад
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 a fast estimation of the visibility and incoming energy. O...
GigaBroccoli: High-Res
Просмотров 6 тыс.14 лет назад
High resolution version of GigaBroccoli. It uses GigaVoxels cone-tracing, volume ambient occlusion, on-demand GPU voxels generation... The small popping is due to a real-time constraints of 10FPS.
GigaBroccoli: work in progress 2
Просмотров 6 тыс.15 лет назад
This video shows a Mandelbulb fractal rendered in real-time into my CUDA GigaVoxels engine. The Mandelbulb is a 3D Mandelbrot set computed using Triplex numbers. It is generated procedurally and on the fly on the GPU by a GPU producer thats subdivide and fill the octree with voxels. Only non-empty and non-occluded region is subdivided allowing very deep zooms. More info on the Mandelbul here: w...
NVIDIA G80 Rasterization pattern and fragments scheduling
Просмотров 2,4 тыс.15 лет назад
Doesn't you ever dreamed to see how your graphics card is rasterizing a triangle and how per fragments computations are scheduled on the hardware ? Here is how an NVIDIA G80 is doing. This experiment has been done using a small utility called "Froggy FragSniffer" I developed one year ago to get more insight into G80 internal rasterization pattern and fragments scheduling. The tool can be downlo...
GigaVoxels : High Quality Realtime Sparse Voxel Octree Ray-Casting
Просмотров 103 тыс.15 лет назад
GigaVoxels : High Quality Realtime Sparse Voxel Octree Ray-Casting
This is insanely impressive 😮
Hello im from the future
More than 10 years later, this is finally a reality in Unreal Engine 5.
the time fits perfectly!? 1 day ago what if I checked the video before you commented, I wouldn't have known
It has been a reality for a longer time, considering Cryengine and Dagor engine with their Voxel Global Illumination implementations.
.-.
This is BS, we never get to see anything similar even 12 years later. What gives it, all the developers are lazy to actually make their engines into a game?! Intelectual stagnation led by pure greed!
Your video has been chosen by the RUclips algorithm. Congratulations! And it looks very nice btw
this is from 10 years back.. with a gtx280 :o wow
First game to use real time Global Illumination is X-Ray Engine in STALKER
i wish such AA methods (SRAA\GBAA\AGAA) had native UE\Unity implementations...
why is this not in games yet?
The Tomorrow Children uses it. It's also implemented in Unity and Unreal.
Unity3D uses Enlighten, I'm sure it isn't VXGI.
forum.unity3d.com/threads/segi-fully-dynamic-global-illumination.410310/
ещё годов 10 и игру не отличить от жизни с первого взгляда
за исключением околонулевого разрешения и серьезно ограниченного количества объектов
нет, я уже написал VXGI на 1920x1080, нифига не оптимизировав, 2016м в 2020 жди алгоритм прямо на мобилах :)
Geforce GTX 280. Ohhh that nostalgia
So you basically bypass the problem of voxel animation by mapping animated polygon meshes to voxels and *then* light them?
Kind of. You light the meshes during the voxelization; i.e. lit fragments are written to a 3D texture.
*into an octree in this demo, but 3D texture is simpler and easier on memory
Really hope AGAA gets integrated into the main UE4 code for everyone to use. UE4 TAA is terrible. And UE4 has an insane amount of aliasing.
is it performant?
"interactive framerates ranging from 25-70fps" I think that's about all the info you need.
*in 2011
That hand is creepy.
so beautifull !!! Is this in unity ??? I want it ! But i'm also perfectionist with antialiasing.. Is it possible to combine with it ? I love it thanks !
Your PHD thesis is phenomenal! I am reading it at the moment. Thank you!
What hardware specs used in this video?
What is the blue border?
Amazing
What resolution are the voxels here?
Wow! Great ! Where can we download this demo to try it out ?
0.53-different chair- and table-leg length...
Wonderful. Congratulations.
Interesting stuff, but would you mind uploading a raw video file or maybe even a webm to get around RUclips's heavy compression? It would be much easier to see the differences between aliasing.
That's just weird... It would be really interesting to see the methods behind this.
Да уж, технологии идут вперед) Какая карта поддерживает прогресс в освещении, теней...? И по какой цене?
Что за ебучая рука!!!
Ужас из оверклокерских глубин...
Are only the GI and Shadows cone traced, or the primary rays too? (primary cones?)
How many ms per frame, roughly, does this take?
I believe Cryri Crassin's research is also a big influence on the new nvidia flameworks and Flex technology
3:58 Hey there beautiful :D
Are these demos availible for download?
How big can the voxel grid be?
The real question is what is the max resolution of the voxel grid, which depends on hardware. If the map is too big, or a finer voxel grid is required, you can increase it, but only to a point. If it gets too big, the amount of power required to traverse the octree would be too great, and the harware would succumb.
face grabber
i dont believe that you are bear grylls
You're right, someone has to push the gpus to it's limits. But believe me, the UE 4 will do this without this Global Illumination. And it is easier to simplify triangles than simplyfing voxels. It's getting blocky, if the voxel solution is to low ;)
In that case, maybe only using predefined parts of the octree, to fit the general shape of the scene, would help. It would ease up on the performance, by reducing the number of voxels to check, if not by much.
but you could always simplify the geometries on the fly, or at load time if it were too much, most engine already do it for far away terrains . The "will it run crysis" wasnt created because it could run on middle class hardware for the time it was released. Also having games that can make things that require a bit more than the standar is good to keep ati and nvidia improving their gpus as it generates demand for better and faster asics.
BF3's GI isn't exactly realtime. This realtime method was going to be included in Unreal 3 but it was taken out because Epic bit off more than they could chew.
Dude, are you working at Nvidia ?? Cuz i found this video from Nvidia earlyer And the whole scene looks exactly like the one in this video here! check it out: /watch?v=1rENBv3j6Dg I think the light looks a lot better in only the voxel version, that is shown in this video here. Good job!
put a glass on a table shine light to it so you get a shadow on the other side. examine the shadow. you shine light on the glass. the light also shines to the table,from the table it reflects back to the glas and then again from the glass back to the table.. so right between your glass and table you'll see a bright light. thats what reminds us its realy there because it interacts with the light, and everything around it. the light reflects and bounces infinite times. thats real third dimension.
oh my... u need glasses
Their rendering team leader said: "The primary reason it didn't work out was lack of scalability. Rendering techniques that we develop need to work for a large variety of games, not just the highest high end machines." Their demos ran on 3000€ computers and a middle class pc couldn't do that....But they are searching for another GI solution. There is a thread in their forum, where they are talking about this stuff ;)
Well, a game engine should also run on middle-class gpus. They said that they won't use it, because the algorithm doesn't scale good enough. Of course you can do a fast raytracing in a small scene with few polygons. But for a gam engine you need to do this in realtime for large scenes with more than a million polygons an some square kilometers space.
Why wouldn't UE4 use voxels? Most gpu's nowadays have 2gb or higher. Also, there is an engine that uses realtime raytracing (with 2 gpus) and has little noise. I think 1 gpu should be able to do this fairly easily compared to raytracing.
Well CE3 is using realtime GI and reflections. I know your comment is a couple months old but there is a demo showing these features in Crysis 3.
The Voxels are only used to compute the lighting and the reflection. It's a little bit like raytracing, but you use cones and voxels instead of rays and polygons. Because of this the tracing is much faster and you don't need a lot of samples to get rid of the noise artefacts. The problem behind this tech is that you need to store everything as voxels on the gpu.And you need an high voxel resolution to get good reflections.This needs a lot of GPU Ram-the reason, why it isn't in UE 4 anymore
Please upload a HD version of the video. You did such an impressive work, but you spoil the results by showing this crappy video.
Thanks for the comment, gimmick boy.
See the link in the description that takes you to the publication that describes this in every detail. Also, they did one better. They presented the technique at one of the most important conferences for computer graphics that year attended by the the worlds experts. Let me put it another way, you are a douche.