Lead Rush: A First-Person Shooter for User Studies and Understanding Effects of Frame Time Spikes

User studies are a cornerstone of human-computer interaction research, including measures of user performance and quality of experience (QoE) – particularly important for games where frame rates and frame timings can impact performance. Unfortunately, commercial games have limited options for customization and do not log player performance data with sufficient detail for use in such studies. This paper introduces Lead Rush, a first-person shooter game designed for conducting user studies on the effects of frame timing and frame rate.

Impact of Graphical Fidelity and Frame-Time Stutter in a First-Person Shooter Game

Frametime spikes and graphical fidelity both matter for the feel of first-person shooter (FPS) games, yet their combined effects are not well understood. This paper examines how graphics settings and frametime spikes during aiming interact with player performance and experience. We developed a custom FPS game with configurable textures, lighting, and visual effects, and induced frametime spikes of 0 ms, 225 ms, or 675 ms during play.

Editing Physiological Signals in Videos Using Latent Representations

Camera-based physiological signal estimation provides a convenient and non-contact way to monitor heart rate, but it also raises serious privacy concerns because facial videos can leak sensitive information about a person’s health and emotional state. We present a learned framework for editing physiological signals in videos while preserving visual fidelity. Our method first encodes an input video into a latent representation using a pretrained 3D Variational Autoencoder, and embeds a target heart-rate prompt through a frozen text encoder.

Peter Kocsis

Peter joined NVIDIA as Research Scientist in 2026 April. His research focuses on inverse and forward rendering using generative image priors to solve fundamental challenges in material estimation and light transport. He finished his PhD at the Technical University of Munich, under the supervision of Prof. Dr. Matthias Nießner. Peter began his career as a mechatronics engineer. His early works span a broad domain from neural control for robotics to active learning for computer vision.

Nicolas Roussel

Nicolas Roussel is a research engineer at NVIDIA Research working with the Foundations of Graphics, Communications, and Machine Learning team. Prior to joining NVIDIA, he worked at EPFL, where he developed and maintained the Mitsuba 3 differentiable renderer, as well as its just-in-time compiler and automatic differentiation system Dr.Jit. He holds a M.Sc. in Communication Systems from EPFL. Outside of work, Nicolas enjoys rock climbing and cycling.