I had been a game developer at Crytek, working on on real-time rendering for CryENGINE 3 and Crysis 2, including Light Propagation Volumes. Later, I obtained a PhD with honors in light transport for offline rendering. After that, I worked at Nvidia on RTX hardware (parts of the new RTCore ray tracing hardware), and more recently on low-sample image reconstruction and neural rendering and shading methods in both real-time and offline graphics. Presently, I lead graphics research at Facebook Reality Labs.


Computer graphics research for virtual and augmented reality at Facebook Reality Labs with current research problems in neural rendering, perceptual rendering, physically based materials, rendering complexity, inverse rendering, as well as low-power real-time and cloud-based rendering

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