Research

Select Publications

A Hardware Redundancy and Recovery Mechanism for Reliable Scientific Computation on Graphics Processors

"A Hardware Redundancy and Recovery Mechanism for Reliable Scientific Computation on Graphics Processors"
Jeremy Sheaffer (University of Virginia), David Luebke (NVIDIA), Kevin Skadron (NVIDIA), in Graphics Hardware, August 2007

OptiX: A General Purpose Ray Tracing Engine

"OptiX: A General Purpose Ray Tracing Engine"
Steven G. Parker (NVIDIA), James Bigler (NVIDIA), Andreas Dietrich (NVIDIA), Heiko Friedrich (NVIDIA), Jared Hoberock (NVIDIA), David Luebke (NVIDIA), David McAllister (NVIDIA), Morgan McGuire (NVIDIA), Keith Morley (NVIDIA), Austin Robison (NVIDIA), Martin Stich (NVIDIA), in ACM Transactions on Graphics (SIGGRAPH 2010 Proceedings), August 2010

PantaRay: Fast Ray-traced Occlusion Caching of Massive Scenes

"PantaRay: Fast Ray-traced Occlusion Caching of Massive Scenes"
Jacopo Pantaleoni (NVIDIA), Luca Fascione (Weta Digital Ltd), Timo Aila, Martin Hill (Weta Digital Ltd), in Siggraph 2010 (In Proceedings of ACM Siggraph 2010), July 2010

Architecture Considerations for Tracing Incoherent Rays

"Architecture Considerations for Tracing Incoherent Rays"
Timo Aila (NVIDIA), Tero Karras (NVIDIA), in Proc. High-Performance Graphics 2010, June 2010

Ambient Occlusion Volumes

"Ambient Occlusion Volumes"
Morgan McGuire (NVIDIA), in High Performance Graphics 2010, June 2010