Nikolaus Binder

Nikolaus Binder is a senior research scientist at NVIDIA. He joined NVIDIA Research in 2011. Before joining NVIDIA he received his MS degree in computer science from the University of Ulm, Germany, helped planning and implementing several government funded projects for two companies, maintained their IT infrastructure, and worked for mental images as a research consultant.

His research, publications, and presentations are focused on quasi-Monte Carlo methods, photorealistic image synthesis, ray tracing, and rending algorithms with a strong emphasis on the underlying mathematical and algorithmic structure.

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.

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.

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.

Alex Keller

Alexander Keller is a Senior Director of Research at NVIDIA. 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 NVIDIA Iray light transport simulation and rendering system. 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.

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.

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.

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 recently also to high-quality image synthesis with contributions to the PantaRay rendering system used in Avatar, Tintin and Hobbit.