Tom Gray

Tom Gray joined NVIDIA in 2011 and leads the Circuits Research group. Prior to NVIDIA, he worked on various transceiver design projects, high speed memory links, and high speed serial links for applications such as Ethernet, Fibre Channel, Infiniband, OIF, and PCI Express as a system architect at Nethra Imaging, ARM, Cadence, and IBM. He received the B.S. degree from Mississippi College in 1988, and the M.S. and Ph.D. degrees in electrical/computer engineering from North Carolina State University in 1990 and 1993, respectively.

Maxim Naumov

Maxim Naumov joined Nvidia Research in January 2015. His interests include parallel algorithms, numerical linear algebra, graphs, optimization and deep learning. In 2015-2017 he has lead the development of spectral clustering and partitioning schemes used in the nvGRAPH library. In 2013-2015 he has lead the development of the AmgX library, which provides distributed Algebraic Multigrid, Krylov and Relaxation-based schemes. Most notably, he developed methods for sparse triangular solve, incomplete LU factorization and LU re-factorization. He has also worked on the cuBLAS, cuSPARSE and cuSOLVER(RF) libraries that are part of the CUDA Toolkit. In the past, Maxim held different positions at Nvidia Corporation Emerging Applications and Platform teams, Intel Corporation Microprocessor Technology Lab and Computational Software Lab. Also, he was awarded 2008-09 Intel Foundation Ph.D. Fellowship during his graduate studies. Maxim received his Ph.D. in Computer Science (with specialization in Computational Science and Engineering) in 2009 and his B.Sc. in Computer Science and Mathematics in 2003, all from Purdue University - West Lafayette.

Alex Keller

Alexander Keller is a director of research at NVIDIA, leading advanced rendering research. Before, he had been the Chief Scientist of mental images, where he had been responsible for research and the conception of future products and strategies including the design of the iray renderer. Prior to industry, he worked as a full professor for computer graphics and scientific computing at Ulm University, where he co-founded the UZWR (Ulmer Zentrum für wissenschaftliches Rechnen) and received an award for excellence in teaching. Alexander Keller holds a Ph.D. in computer science, authored more than 25 granted patents, and published more than 50 papers mainly in the area of quasi-Monte Carlo methods and photorealistic image synthesis using ray tracing.

Alejandro Troccoli

Alejandro has been with NVIDIA since 2006 and joined NVIDIA Research in March 2011 to work in mobile computer vision and applications. As a 3D Systems Software Engineer he lead the development of NVIDIA's Optimus technology, contributed to NVIDIA's hybrid technology and did development work for the Direct3D driver.

Alejandro received a Licenciatura en Ciencias de la Computacion from the Universidad de Buenos Aires, Argentina, in 2001. He did his graduate work at Columbia University in the City of New York, where he received a Ph.D. in 2006.

Anjul Patney

Anjul Patney works in NVIDIA's Real-time Rendering research group based in Redmond, Washington. He received his Ph.D. from University of California, Davis, in 2013, working with Prof. John D. Owens, and his B.Tech. in Electrical Engineering from IIT Delhi in 2007.

Anjul's research interests lie in the areas of real-time computer graphics and computer architecture. He enjoys go-karting and playing board games.

Jason Clemons

Jason Clemons joined NVIDIA in March 2013 and is a member of the Architecture Research Group.  His current work focuses on the intersection of mobile computer vision and computer architecture.

He recieved his Ph.D. from the University of Michigan, Ann Arbor in 2013.  Prior to attending the University of Michigan, Jason worked at Whirlpool Corporation.  During his time there he complete his Masters of Science in Computer Science and Engineering as a part of the Whirlpool Technical Excellence Program.  He recieved his Bachelor Of Science in Electrical Engineering from Michigan Technological University in 2000.

Jaakko Lehtinen

Jaakko started out as a graphics programmer for Remedy Entertainment, an independent Helsinki, Finland based computer game studio, and contributed significantly to the look and feel of Max Payne 1 (2001), Max Payne 2 (2003) and Alan Wake (2010) through his work on rendering, modeling, and lighting technology. Jaakko obtained his Ph.D. from Helsinki University of Technology (now Aalto University School of Science and Technology) in 2007, after which he worked in research and teaching for two and a half years as a postdoctoral associate with Frédo Durand in the MIT graphics group. He joined NVIDIA Research in June 2010. Jaakko's interests span most areas of computer graphics, focusing on physically based rendering.

Sean Treichler

Sean Treichler is a Principal Research Scientist and has contributed to the architectures of multiple generations of NVIDIA GPU products. Recently he drove the design and implementation of a custom-built top-500 supercomputer that is among the most energy-efficient in the world. He is currently splitting his time between NVIDIA Research and a doctoral program in computer science at Stanford University.

Trey Greer

Trey Greer joined NVIDIA's Circuits Research Group in April 2009. Prior to joining NVIDIA, he has worked on a variety of high-performance interconnect and graphics projects at Rambus, Velio Communications, PixelFusion, and Hewlett-Packard.

Timo Aila

Timo Aila joined NVIDIA Research in 2007 from Helsinki University of Technology, where he led the computer graphics research group. His expertise ranges from real-time rendering in computer games (eg. Max Payne, third-party engine development for numerous games, the first commercial occlusion culling library Umbra) to hardware architectures, and also to high-quality image synthesis with contributions to the PantaRay rendering system used in Avatar, Tintin, and Hobbit. He also gained expertise in mobile graphics as the chief scientist of Hybrid Graphics, which was acquired by NVIDIA in 2006.

Timo is currently working on machine learning in content creation and graphics. Previously he had a central role in NVIDIA's research efforts on ray tracing, stochastic rasterization, and light field reconstruction.


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