Chris Wyman
Distinguished Research Scientist at NVIDIA
- Role
- Distinguished Research Scientist at NVIDIA
- Location
- Redmond, WA, US
- LinkedIn followers
- 500 followers
About Chris Wyman
Experienced researcher and teacher in computer science, specializing in interactive rendering for computer graphics and visualization using highly parallel GPU computations. As a research scientist (and previously as a faculty member) I actively perform research in new real-time rendering algorithms, with work ranging from long-term research directions to brainstorming on specific problems to implementing and disseminating new ideas. My publications include large group projects as well as over twenty first-author papers and many single-author works. I have experience applying interactive graphics across a variety of industries; my former students work in film, aerospace, defense, gaming, hardware, and other industries.I am an active member of the computer graphics community, serving or having served on the editorial boards of multiple journals, organizational committees of major conferences, and various review panels. Specialties:Real-time rendering, global illumination, participating media, interactive visibility and shadows, rendering specular surfaces, and GPU computing
Experience
Distinguished Research Scientist
Jul 2021 — Present · Redmond, WA, US
Design new algorithms to solve hard problems in interactive rendering. Co-design algorithms and future hardware: help change hardware to efficiently run future algorithms and design algorithms to fully utilize future hardware. Specific research and productization efforts include:(Co-)invented ReSTIR (reservoir-based spatiotemporal importance sampling) Scale up ReSTIR from many-light sampling to complex global illumination and light paths Antialiasing algorithms for primary hits and shadows (via better irregular z-buffering) Perceptually-based, gaze-tracked, foveated rendering for VR Stochastic OIT algorithms; hashed alpha testing for better alpha-mappingRoles range from single-investigator research to company-wide technical leadership, e.g, guiding research and engineering efforts for ReSTIR from initial ideation and blue-sky research to SDK development, education and evangelization, engine integration, shipping games with the tech, and mentoring junior researchers and engineers.Productization vehicles included NVIDIA\'s HFTS shadows (part of GameWorks), the RTXDI SDK, integration into RTX Remix and NVIDIA\'s NvRTX branch of Unreal Engine, plus direct tech integration into numerous games.Collaborations include engineers from multiple teams at NVIDIA plus direct mentorship of 10+ interns and indirect mentorship of many more; at NVIDIA I have co-authored publications with students from over 12 top universities. Internships often lead to long term research relationships. Numerous interns have faculty advisors who are former interns.Active in the graphics community, including: organizing major conferences, serving on 80+ juries and program committees, writing letters of support for multiple tenure and promotion cases, and joining PhD committees as a member or opponent.
Education
University of Minnesota
BS, Computer Science and Mathematics
1996 — 1999
University of Utah
PhD, Computer Science
1999 — 2004
Skills
- Research
- Ray Tracing
- Programming
- University Teaching
- Gpgpu
- Computer Graphics
- C/C++
- Computer Science
- Parallel Computing
- 3d
- Gpu
- Gpu Computing
- Software Development
- Latex
- Photo Realistic Rendering
- Opengl
- Software Engineering
- Global Illumination
- Glsl
- Teaching
- Algorithms
- Real-Time Rendering
Find verified contacts for anyone on LinkedIn
Unifers gives sales teams verified emails and direct dials, enriched profiles, and outreach that lands in the inbox.
Free plan included · No credit card required
This profile is compiled from publicly available professional sources. Unifers is not affiliated with or endorsed by LinkedIn. Request removal of this profile.