chris.wyman (at) acm.org
chris.wyman (at) ieee.org
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A recent CV
I am a Director of Research in
the Redmond, Washington office of NVIDIA Research, leading a small group with a research mandate including real-time physically-based rendering, differentiable rendering, sampling techniques, perceptual image metrics, and adjacent problems.
Prior to my time at NVIDIA, I was an Associate Professor at the University of Iowa (2004-2014), a Visiting Professor at NVIDIA (2012-2013), and a Contractor at the US Army Research Lab (2011). Before joining the faculty at the University of Iowa, I studied at the University of Utah (PhD 2004) and the University of Minnesota (BS 1999).
When still actively participating in projects, my recent focus has been doing real-time ray tracing with very limited ray budgets. This led to powerful stochastic sampling techniques like ReSTIR and NVIDIA's RTXDI and built on insights from stochstic and deterministic filtering for reconstruction, order-independent transparency, antialiasing, alpha-testing, and geometry. I am fascinated by how deep-learning applies to rendering problems, partly because I aim to extract statistical ideas and techniques from the networks for direct application. I have also spent time evangelizing real-time ray tracing, including a couple SIGGRAPH courses and some DirectX Raytracing code tutorials.
My dissertation covered real-time rendering with both raster and ray tracing, but I spent a decade focusing primarily on rasterization techniques, including refraction, caustics, global illumination, area lighting, soft shadows, and participating media. My work on sub-pixel accurate shadows became NVIDIA's Hybrid Frustum Traced Shadows.
Other prior research includes: image-based rendering, cloud-based rendering, medical and information visualization, and non-pinhole camera models.