David Luebke

David P. Luebke, Ph.D.
Vice President of Research
David Luebke's picture

David Luebke helped found NVIDIA Research in 2006 after eight years on the faculty of the University of Virginia. Luebke received his Ph.D. under Fred Brooks at the University of North Carolina in 1998. His principal research interests are real-time computer graphics and GPU computing. Luebke's honors include the NVIDIA Distinguished Inventor award, the NSF CAREER and DOE Early Career PI awards, and the ACM Symposium on Interactive 3D Graphics "Test of Time Award". Dr. Luebke has co-authored a book, a SIGGRAPH Electronic Theater piece, a major museum exhibit visited by over 110,000 people, and dozens of papers, articles, chapters, and patents.

Research Interests:

Computer Graphics, GPU Computing

Infinite Resolution Textures
Towards Foveated Rendering for Gaze-Tracked Virtual Reality
Real-Time Global Illumination using Precomputed Light Field Probes
Deep G-Buffers for Stable Global Illumination Approximation
CloudLight: A System for Amortizing Indirect Lighting in Real-Time Rendering
Perceptually-Based Foveated Virtual Reality
An Adaptive Acceleration Structure for Screen-space Ray Tracing
Slim near eye display using pinhole aperture arrays
Fast Global Illumination Approximations on Deep G-Buffers
Cascaded Displays: Spatiotemporal Superresolution using Offset Pixel Layers
Lighting Deep G-Buffers: Single-Pass, Layered Depth Images with Minimum Separation Applied to Indirect Illumination
Near-Eye Light Field Displays
CloudLight: A system for amortizing indirect lighting in real-time rendering
Near-Eye Light Field Displays
PixelPie: Maximal Poisson-disk Sampling with Rasterization
GPU Ray Tracing
Toward Practical Real-Time Photon Mapping: Efficient GPU Density Estimation
Scalable Ambient Obscurance
Stochastic Transparency
A Local Image Reconstruction Algorithm for Stochastic Rendering
Subpixel Reconstruction Antialiasing
A Hardware Redundancy and Recovery Mechanism for Reliable Scientific Computation on Graphics Processors
OptiX: A General Purpose Ray Tracing Engine
HLBVH: Hierarchical LBVH Construction for Real-Time Ray Tracing
Real-Time Stochastic Rasterization on Conventional GPU Architectures
Optical Image Processing Using Light Modulation Displays
Hardware-Accelerated Global Illumination by Image Space Photon Mapping
Fast BVH Construction on GPUs
Real-time Editing and Relighting of Homogeneous Translucent Materials
GPU Computing
A Hardware Redundancy and Recovery Mechanism for Reliable Scientific Computation on Graphics Processors
Advanced Techniques for Realistic Real-Time Skin Rendering
Efficient Rendering of Human Skin
A Survey of General-Purpose Computation on Graphics Hardware
How GPUs Work
The Visual Vulnerability Spectrum: Characterizing Architectural Vulnerability for Graphics Hardware
Effiicent Wavelet Rotation for Environment Map Rendering
All-Frequency Relighting of Glossy Objects
A High-Accuracy, Low-Cost Localization System for Wireless Sensor Networks
A Survey of General-Purpose Computation on Graphics Hardware
The Ultimate Display: Where Will All The Pixels Come From?
All-Frequency Interactive Relighting of Translucent Objects with Single and Multiple Scattering
All-frequency Relighting of Non-diffuse Objects using Separable BRDF Approximation