Chris Wyman

Chris joined NVIDIA Research in 2012. Previously, he served as an associate professor of computer science at the University of Iowa. He has a PhD in computer science from the University of Utah.

His research interests focus on realistic, real-time rendering including problems on lighting, global illumination, shadows, materials, participating media, and many related issues.

Kihwan Kim

Kihwan Kim is a senior research scientist in visual computing research group at NVIDIA Research. He received Ph.D degree in Computer Science from Georgia Institute of Technology in 2011, and BS from Yonsei University in 2001. Prior to join Georgia Tech, he spent five years as an R&D engineer at Samsung and also worked for Disney Research Pittsburgh as a visiting research associate/research intern for 8 months during his graduate study.

His research interests span the areas of computer vision, graphics, machine learning and multimedia. A common thread in his research is in understanding dynamic scenes from videos, and estimating the motion and structure of geometric information extracted from the scene.  Currently, he is leading NVIDIA's SLAM projects, and also working on gesture recogntion system based on different modalities (sensors).

For a complete list of papers, slides, and demos including those published before joining NVIDIA research, see here

Xi Chen

Xi Chen joined NVIDIA's Circuits Research Group in January 2012. He received the B.S. and M.S. degrees from Zhejiang University in 2003 and 2006, respectively, and the PhD degree in electrical engineering from North Carolina State University in 2011. Prior to NVIDIA, he worked on 3D integrated circuits design methodologies, variations-tolerant circuit designs, and various analog/mixed-signal IC projects. His current research interests include high-speed signaling and clocking, and low-power circuit design.

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Orazio Gallo

I earned a M.S. degree in Biomedical Engineering from “Politecnico di Milano” (Italy) and a Ph.D. in Computer Engineering from the University of California at Santa Cruz in 2011. Before joining NVIDIA Research in 2011, I worked at the Smith-Kettlewell Eye Research Institue and interned at Canesta (now acquired by Microsoft) and Nokia Research.

My interests range from computational photography and visual perception, to computer vision. I am particularly interested in alternatives to traditional image processing pipelines, new paradigms for capturing and consuming photos (including stack-based photography), and displays that leverage human perception mechanisms to provide a more immersive visual experience. For a complete list of papers, including those published before joining NVIDIA research, see my personal website or my Google Scholar page.

I am an Associate Editor of the IEEE Trans. on Computational Imaging, and of the Elsevier journal Signal Processing: Image Communication. I am also a member of the IEEE Special Interest Group on Computational Imaging. I regularly serve on the program committees of the top computer vision and computational photography conferences (CVPR, ICCV, ICCP).

Nikolaus Binder

Nikolaus Binder joined NVIDIA Research in 2011. His research interests include photorealistic image synthesis, ray tracing, and rendering algorithms in general.

Erik Lindholm

Erik Lindholm joined NVIDIA in 1997. He architected the Transform & Lighting units of the nv1x (GeForce256) as well as the first vertex shader unit in the nv2x family. He also designed the pixel shader instruction set for the nv3x programmable pixel shader hw. He was lead architect of the G80 (GeForce 8800) Streaming Multiprocessor (SM) and has been working on unified processors ever since.

Prior to that he spent 8 years at Silicon Graphics where he worked on the VGXT, Reality Engine, and Infinite Reality. Prior to that he spent 3 years in Osaka, Japan where he worked on car navigation display software, 3D graphics pipeline (PHIGS+) software, and ray-tracing.

Lindholm holds 120 US patents. He received a Master of Applied Science degree in Electrical Engineering from the University of British Columbia.

Bob Alfieri

Bob Alfieri joined NVIDIA in 1999 and has over 30 years of experience in hardware and software engineering. At NVIDIA, he has worked as a digital designer and technical leader on various GPUs and chipsets, and has created common logic and methodologies used in all NVIDIA chips. He re-joined NVIDIA Research in 2015, focusing on new GPU and VR renderering hardware architectures.  He has over 50 issued or outstanding patents.

Duane Merrill

Duane Merrill joined NVIDIA Research after completing his Ph.D. in Computer Science at the University of Virginia. His research interests include algorithmic primitives, design idioms, and programming models with a particular focus on dynamic, irregular, and cooperative parallelism. He contributes to the B40C and Thrust open source libraries of GPU computing primitives. Duane also holds M.C.S. and B.S. degrees in Computer Science from Virginia.

Cyril Crassin

Cyril Crassin joined NVIDIA Research in 2011. His research interests include real-time and realistic rendering, alternative geometric and material representations (especially voxel-based), anti-aliasing techniques, global illumination, real-time ray-tracing and out-of-core data management. Prior to joining NVIDIA, Cyril obtained his Ph.D. degree from Grenoble University at INRIA in France. His most impactful contributions are the GIVoxels/VXGI voxel-based indirect illumination technique, with several hardware implications in the NVIDIA Maxwell architecture, as well as the GigaVoxels rendering pipeline that proposed the use of pre-filtered voxel representations for efficient real-time rendering of very large and detailed scenes and complex objects.

Full list of publications

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