Cyril Crassin's Avatar

Cyril Crassin

@icare3d.bsky.social

Research scientist in Computer Graphics at NVIDIA Research. This is a personal feed, opinions are my own. @icare3d@mastodon.gamedev.place

224 Followers  |  52 Following  |  1 Posts  |  Joined: 09.01.2024  |  1.5894

Latest posts by icare3d.bsky.social on Bluesky

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We've made the content and project files for our new Bonsai demo freely available, so you can run it yourself.

Download the project, a developer guide, and even a binary executable of the demo here: developer.nvidia.com/game-engines...

21.10.2025 18:56 β€” πŸ‘ 12    πŸ” 3    πŸ’¬ 0    πŸ“Œ 1
How are Billions of Nanoscopic Transistors Made into a Microchip? EUV Photolithography πŸ› οΈβš™οΈπŸ€―
YouTube video by Branch Education How are Billions of Nanoscopic Transistors Made into a Microchip? EUV Photolithography πŸ› οΈβš™οΈπŸ€―

Insanely well-made video on EUV photolithography: www.youtube.com/watch?v=B248...

22.09.2025 21:02 β€” πŸ‘ 8    πŸ” 5    πŸ’¬ 0    πŸ“Œ 0
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Path Tracing Optimizations in Indiana Jonesβ„’: Opacity MicroMaps and Compaction of Dynamic BLASs | NVIDIA Technical Blog The first post in this series, Path Tracing Optimization in Indiana Jonesβ„’: Shader Execution Reordering and Live State Reductions, covered ray-gen shader level optimizations that sped up the main path...

New blog post: developer.nvidia.com/blog/path-tr...

15.05.2025 16:39 β€” πŸ‘ 29    πŸ” 13    πŸ’¬ 0    πŸ“Œ 0
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Checking out RTX Mega Geometry in NvRTX 5.6?

Download our Zorah Sample Content pack and you'll get three scenes (including the scene in this image) made by our Lightspeed Art team specifically for RTX Mega Geometry.

Get it here: dlss.download.nvidia.com/demos/zorah/...

18.08.2025 21:22 β€” πŸ‘ 12    πŸ” 1    πŸ’¬ 0    πŸ“Œ 0
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#SIGGRAPH2025 Advances in Real-Time Rendering in Games course talks slides online: "Ray Tracing The World of Assassin’s Creed Shadows" by Luc Leblanc and Melino Conte from Ubisoft is now online: advances.realtimerendering.com/s2025/index....

27.08.2025 02:09 β€” πŸ‘ 47    πŸ” 19    πŸ’¬ 0    πŸ“Œ 0
Computer graphics image of a classical building with intricate geometric details in ornaments. Rendering and scene statistics

Computer graphics image of a classical building with intricate geometric details in ornaments. Rendering and scene statistics

Anpther major update to our cluster lod ray tracing sample.
Zorah scene available as glTF
raw.githubusercontent.com/nvpro-sample...
BLAS caching github.com/nvpro-sample... BLAS merging github.com/nvpro-sample...

Special thanks to Adam Marrs, Pyarelal Knowles for ideas and Chris Perrella for zorah.

10.09.2025 15:51 β€” πŸ‘ 45    πŸ” 9    πŸ’¬ 0    πŸ“Œ 0
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#SIGGRAPH2025 Advances in Real-Time Rendering in Games course slides for "Fast as Hell: idTech8 Global Illumination” talk by @idsoftwaretiago.bsky.social from @idsoftware.bsky.social
are now online
advances.realtimerendering.com/s2025/index....

26.08.2025 05:25 β€” πŸ‘ 85    πŸ” 27    πŸ’¬ 1    πŸ“Œ 1
SIGGRAPH 2025 Course: Physically Based Shading in Theory and Practice

Most of the slides and course notes for the SIGGRAPH 2025 Physically Based Shading in Theory and practice course are now online, with more to follow:
blog.selfshadow.com/publications...

10.08.2025 14:46 β€” πŸ‘ 111    πŸ” 55    πŸ’¬ 1    πŸ“Œ 0
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Graphics Programming weekly - Issue 390 - May 4th, 2025 www.jendrikillner.com/post/graphic...

06.05.2025 14:00 β€” πŸ‘ 75    πŸ” 19    πŸ’¬ 1    πŸ“Œ 0
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Meshlets and Mesh Shaders Mesh shaders, introduced back in 2018 as an NVidia Turing and later as an AMD RDNA2 feature, is an evolution of the geometry pipeline which removes a number of fixed function units like the Input A…

I recently started tinkering with mesh shaders in my toy engine to get a feel for what is involved in adding support for them and potential performance improvement opportunities and wrote a blog post detailing my findings. interplayoflight.wordpress.com/2025/05/05/m...

05.05.2025 17:33 β€” πŸ‘ 79    πŸ” 22    πŸ’¬ 2    πŸ“Œ 0

Is-there still time to move Siggraph 2026--2028 conferences to Canada (or Europe...!) ? Are remote technical paper presentations doable ? @acmsiggraph.bsky.social

21.03.2025 09:35 β€” πŸ‘ 12    πŸ” 3    πŸ’¬ 1    πŸ“Œ 0
Zorah | Neural Rendering, Powered by GeForce RTX 50 Series and AI
YouTube video by NVIDIA GeForce Zorah | Neural Rendering, Powered by GeForce RTX 50 Series and AI

"Zorah" is a showcase of our work on RTX Mega Geometry, ReSTIR PT, and more in UE5. Really happy with the results and astonished at the incredible assets our art team built.

If you are at GDC, come to our talk "Path Tracing Nanite in Zorah" tomorrow to learn more!
www.youtube.com/watch?v=5wbp...

19.03.2025 05:36 β€” πŸ‘ 64    πŸ” 9    πŸ’¬ 3    πŸ“Œ 0

4 weeks to the HPG papers deadline (and 3 to the abstract deadline).
Our call for posters, Hot3D and the student competition are also online and @c0de517e.bsky.social is confirmed as our first keynote speaker.
highperformancegraphics.org/2025/program...

17.03.2025 21:17 β€” πŸ‘ 14    πŸ” 8    πŸ’¬ 0    πŸ“Œ 0

I'm thrilled to share a new JCGT paper, "GPU Friendly Laplacian Texture Blending." It uses simple image processing and computational photography techniques to smoothly blend/layer textures and materials while preserving local contrast and texture details without ghosting or over-blurring. 1/3

19.02.2025 18:00 β€” πŸ‘ 132    πŸ” 35    πŸ’¬ 8    πŸ“Œ 1
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#AltDevBlog

AltDevBlogADay was a very interesting site that hosted posts from industry professionals, covering a wide range of topics. Unfortunately it went down about 10 years ago and is accessible only via web archive web.archive.org/web/20140328.... Definitely worth browsing, many still relevant posts.

01.02.2025 11:25 β€” πŸ‘ 24    πŸ” 3    πŸ’¬ 1    πŸ“Œ 1
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GitHub - nvpro-samples/vk_animated_clusters: Sample that uses VK_NV_cluster_acceleration_structure to animate meshes for ray tracing Sample that uses VK_NV_cluster_acceleration_structure to animate meshes for ray tracing - nvpro-samples/vk_animated_clusters

Thanks to a lot of colleagues' great work, happy to share Vulkan samples for RTX Mega Geometry. They should run on all RTX GPUs using today's new drivers

github.com/nvpro-sample...

github.com/nvpro-sample...

github.com/nvpro-sample...

github.com/nvpro-sample...

30.01.2025 14:09 β€” πŸ‘ 117    πŸ” 35    πŸ’¬ 2    πŸ“Œ 1
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WIth the Blackwell Whitepaper we are getting more detial about Mega Geometry - long live the CLAS! I have been looking at the added performance (and fidelity) from its usage in Alan Wake 2 and even on older classes of RTX 2000 hardware it is basically "free performance".

29.01.2025 14:21 β€” πŸ‘ 125    πŸ” 11    πŸ’¬ 7    πŸ“Œ 1
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NVIDIA Blackwell GB20x Architecture Whitepaper:
images.nvidia.com/aem-dam/Solu...

30.01.2025 09:52 β€” πŸ‘ 7    πŸ” 1    πŸ’¬ 0    πŸ“Œ 0

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