Cyril Crassin
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icare3d.bsky.social
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
Reposted by Cyril Crassin
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...
October 21, 2025 at 6:56 PM
Reposted by Cyril Crassin
Insanely well-made video on EUV photolithography: www.youtube.com/watch?v=B248...
How are Billions of Nanoscopic Transistors Made into a Microchip? EUV Photolithography 🛠️⚙️🤯
YouTube video by Branch Education
www.youtube.com
September 22, 2025 at 9:02 PM
Reposted by Cyril Crassin
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/...
August 18, 2025 at 9:22 PM
Reposted by Cyril Crassin
#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....
August 27, 2025 at 2:09 AM
Reposted by Cyril Crassin
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.
September 10, 2025 at 3:51 PM
Reposted by Cyril Crassin
#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....
August 26, 2025 at 5:25 AM
Reposted by Cyril Crassin
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...
SIGGRAPH 2025 Course: Physically Based Shading in Theory and Practice
blog.selfshadow.com
August 10, 2025 at 2:47 PM
Reposted by Cyril Crassin
Graphics Programming weekly - Issue 390 - May 4th, 2025 www.jendrikillner.com/post/graphic...
May 6, 2025 at 2:00 PM
Reposted by Cyril Crassin
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...
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…
interplayoflight.wordpress.com
May 5, 2025 at 5:33 PM
Reposted by Cyril Crassin
Is-there still time to move Siggraph 2026--2028 conferences to Canada (or Europe...!) ? Are remote technical paper presentations doable ? @acmsiggraph.bsky.social
March 21, 2025 at 9:34 AM
Reposted by Cyril Crassin
"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...
Zorah | Neural Rendering, Powered by GeForce RTX 50 Series and AI
YouTube video by NVIDIA GeForce
www.youtube.com
March 19, 2025 at 5:36 AM
Reposted by Cyril Crassin
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...
highperformancegraphics.org
March 17, 2025 at 9:17 PM
Reposted by Cyril Crassin
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
GPU Friendly Laplacian Texture Blending
jcgt.org/published/00...
February 19, 2025 at 6:00 PM
Reposted by Cyril Crassin
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.
#AltDevBlog
web.archive.org
February 1, 2025 at 11:25 AM
Reposted by Cyril Crassin
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...
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
github.com
January 30, 2025 at 2:09 PM
Reposted by Cyril Crassin
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".
January 29, 2025 at 2:21 PM
NVIDIA Blackwell GB20x Architecture Whitepaper:
images.nvidia.com/aem-dam/Solu...
January 30, 2025 at 9:52 AM