Morgan McGuire

Morgan McGuire, Ph.D.
Morgan McGuire's picture

Morgan McGuire has worked with NVIDIA research since 2009. He is the author of The Graphics Codex and coauthor of Computer Graphics: Principles & Practice 3rd edition and Creating Games: Mechanics, Content, and Technology. He's co-chaired the I3D'08, '09, '18, and '19, Expressive'10, and HPG'17 conferences, and was the founding editor of editor-in-chief of the Journal of Computer Graphics Techniques.

He contributed to many commercial products including the Unity game engine, the E-Ink display for the Amazon Kindle, the PeakStream high-performance computing infrastructure at Google, and the game series Skylanders, Titan Quest, Marvel Ultimate Alliance, and Call of Duty.

Research Interests:

Virtual Reality, Augmented Reality, Parallel Scheduling, Deferred Shading, Ray Sampling Strategies, Global Illumination

Phenomenological Transparency
Hashed Alpha Testing
Real-Time Global Illumination using Precomputed Light Field Probes
Deep G-Buffers for Stable Global Illumination Approximation
A Phenomenological Scattering Model for Order-Independent Transparency
CloudLight: A System for Amortizing Indirect Lighting in Real-Time Rendering
Aggregate G-Buffer Anti-Aliasing
Fast Global Illumination Approximations on Deep G-Buffers
Lighting Deep G-Buffers: Single-Pass, Layered Depth Images with Minimum Separation Applied to Indirect Illumination
A Fast and Stable Feature-Aware Motion Blur Filter
2D Polyhedral Bounds of a Clipped, Perspective-Projected 3D Sphere
CloudLight: A system for amortizing indirect lighting in real-time rendering
GPU Ray Tracing
Toward Practical Real-Time Photon Mapping: Efficient GPU Density Estimation
Scalable Ambient Obscurance
The Alchemy Screen-space Ambient Obscurance Algorithm
Subpixel Reconstruction Antialiasing
Colored Stochastic Shadow Maps
A Local Image Reconstruction Algorithm for Stochastic Rendering
Efficient, high-quality Bayer demosaic filtering on GPUs
OptiX: A General Purpose Ray Tracing Engine
Real-Time Stochastic Rasterization on Conventional GPU Architectures
Ambient Occlusion Volumes
Hardware-Accelerated Colored Stochastic Shadow Maps
Hardware-Accelerated Global Illumination by Image Space Photon Mapping
An Inexpensive Light Stage Dome
Creating Games: Mechanics, Content, and Technology
A Fast, Small-Radius GPU Median Filter
Indirection Mapping for Quasi-Conformal Relief Texturing