Nikolaus Binder

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

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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 123 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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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.

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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, photorealistic image synthesis using ray tracing, and machine learning.

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.

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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.


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