Research

Samuli Laine

Samuli Laine, Ph.D.
Principal Research Scientist
Samuli Laine's picture
Bio:

Samuli Laine joined NVIDIA Research in 2007 after receiving his Ph.D. at Helsinki University of Technology. His research interests have ranged from shadow and visibility computation to signal processing and efficient representations, authoring, acquisition, and rendering of extremely detailed 3D content. Dr. Laine has had a pivotal role in NVIDIA's ray tracing research, especially related to the implications of high-latency, wide-SIMD hardware.

Research Interests:

Deep Learning, Parallel Architectures, Ray Tracing, Rendering Algorithms

Publications:
Facial Performance Capture with Deep Neural Networks
Apex Point Map for Constant-Time Bounding Plane Approximation
Occluder Simplification using Planar Sections
Gradient-Domain Metropolis Light Transport
Reconstructing the Indirect Light Field for Global Illumination
Megakernels Considered Harmful: Wavefront Path Tracing on GPUs
A Topological Approach to Voxelization
On Quality Metrics of Bounding Volume Hierarchies
Understanding the Efficiency of Ray Traversal on GPUs - Kepler and Fermi Addendum
Improved Dual-Space Bounds for Simultaneous Motion and Defocus Blur
Efficient Triangle Coverage Tests for Stochastic Rasterization
Clipless Dual-Space Bounds for Faster Stochastic Rasterization
High-Performance Software Rasterization on GPUs
Temporal Light Field Reconstruction for Rendering Distribution Effects
Stratified Sampling for Stochastic Transparency
A Local Image Reconstruction Algorithm for Stochastic Rendering
Two Methods for Fast Ray-Cast Ambient Occlusion
Restart Trail for Stackless BVH Traversal
Efficient Sparse Voxel Octrees - Analysis, Extensions, and Implementation
Efficient Sparse Voxel Octrees
Understanding the Efficiency of Ray Traversal on GPUs
Accelerated Beam Tracing Algorithm
Incremental Instant Radiosity for Real-Time Indirect Illumination
An Improved Physically-Based Soft Shadow Volume Algorithm
Sampling Precomputed Volumetric Lighting
A Weighted Error Metric and Optimization Method for Antialiasing Patterns
A Family of Inexpensive Sampling Schemes
Hierarchical Penumbra Casting
Soft Shadow Volumes for Ray Tracing
Split-Plane Shadow Volumes
A General Algorithm for Output-Sensitive Visibility Preprocessing
Ambient Occlusion Fields
Alias-Free Shadow Maps