Timo Aila

Timo Aila, Ph.D.
Distinguished Research Scientist
Timo Aila's picture

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 also to high-quality image synthesis with contributions to the PantaRay rendering system used in Avatar, Tintin, and Hobbit. He also gained expertise in mobile graphics as the chief scientist of Hybrid Graphics, which was acquired by NVIDIA in 2006.

Timo is currently working on machine learning in content creation and graphics. Previously he had a central role in NVIDIA's research efforts on ray tracing, stochastic rasterization, and light field reconstruction.

Research Interests:

Deep Learning in Graphics, Dataflow in Massively Parallel Architectures, Computational Photography, Image Processing, Rendering Algorithms

Audio-Driven Facial Animation by Joint End-to-End Learning of Pose and Emotion
Reconstructing Intensity Images from Binary Spatial Gradient Cameras
Interactive Reconstruction of Monte Carlo Image Sequences using a Recurrent Denoising Autoencoder
Interactive Reconstruction of Monte Carlo Image Sequences using a Recurrent Denoising Autoencoder
Facial Performance Capture with Deep Neural Networks
Reflectance Modeling by Neural Texture Synthesis
Gradient-Domain Metropolis Light Transport
Reconstructing the Indirect Light Field for Global Illumination
Megakernels Considered Harmful: Wavefront Path Tracing on GPUs
On Quality Metrics of Bounding Volume Hierarchies
Fast Parallel Construction of High-Quality Bounding Volume Hierarchies
Understanding the Efficiency of Ray Traversal on GPUs - Kepler and Fermi Addendum
Clipless Dual-Space Bounds for Faster Stochastic Rasterization
Temporal Light Field Reconstruction for Rendering Distribution Effects
A Local Image Reconstruction Algorithm for Stochastic Rendering
PantaRay: Fast Ray-traced Occlusion Caching of Massive Scenes
Architecture Considerations for Tracing Incoherent Rays
Understanding the Efficiency of Ray Traversal on GPUs
A Meshless Hierarchical Representation for Light Transport
A Hardware Architecture for Surface Splatting
Incremental Instant Radiosity for Real-Time Indirect Illumination
An Improved Physically-Based Soft Shadow Volume Algorithm
Ambient Occlusion for Animated Characters
A Weighted Error Metric and Optimization Method for Antialiasing Patterns
Soft Shadow Volumes for Ray Tracing
Conservative and Tiled Rasterization Using a Modified Triangle Setup
Hemispherical Rasterization for Self-Shadowing of Dynamic Objects
Alias-Free Shadow Maps
dPVS: An Occlusion Culling System for Massive Dynamic Environments
A Hierarchical Shadow Volume Algorithm
Delay Streams for Graphics Hardware