Chris Wyman – ACM SIGGRAPH HISTORY ARCHIVES

Chris Wyman


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About Chris Wyman

Affiliations (Current and Past)

NVIDIA, NVIDIA Research
The University of Iowa

Location

Redmond, Washington, United States of America

Bio

SIGGRAPH 2023

I am currently a distinguished research scientist at NVIDIA, where we look to invent real-time graphics algorithms while identifying GPU hardware improvements that push performance further. Recently, I have focused on accelerating GPU ray tracing by redesigning algorithms to amortize ray costs, dramatically reducing the rays needed per pixel. Before moving to industry, I was a faculty member at the University of Iowa for a decade. I have been involved with SIGGRAPH in various capacities, including Late Breaking Submissions in 2012 and General Submissions in 2013. I’ve also organized and participated in Courses on various topic, including introductions to next- generation APIs, DirectX Ray Tracing, real-time ray tracing, and physically based rendering. If you are considering submitting a Course, please do! Feel free to reach out to me before the submission date to discuss the process and brainstorm about your content.


SIGGRAPH Conference Organizing Committee Positions

Positions

SIGGRAPH 2023: Conference Committee - Courses Chair

Conference Contributions

Learning

Courses

Posters

Talks-Sketches

Technical Papers

Sessions Moderated

“Gaussian quadrature for photon beams in Tangled” by Johnson, Lacewell, Selle and Jarosz
“Importance sampling of area lights in participating media” by Kulla and Fajardo
“Decoupled ray-marching of heterogeneous participating media” by Kulla
“Demand-driven volume rendering of terascale EM data” by Jeong, Pfister, Lichtman, Beyer and Hadwiger
“Fast Generation of Directional Occlusion Volumes” by Willmott
“Local image-based lighting with parallax-corrected cubemaps” by Lagarde and Zanuttini
“Tiled and clustered forward shading: supporting transparency and MSAA” by Olsson, Billeter and Assarsson
“Art pipeline: transition from offline to realtime CG” by Liekis, Zioma and Hodgson
“Real-Time Geometry Caches” by Gneiting
“Implementing Efficient Virtual Shadow Maps for Many Lights” by Olsson, Sintorn, Kampe, Billeter and Assarsson
“Efficient Rendering With Tile Local Storage” by Bjørge, Martin, Fredriksen and Kakarlapudi
“Building Interstellar’s Black Hole: The Gravitational Renderer” by James, Dieckmann, Roberts, Thorne and Pabst
“Stackless Ray Tracing of Patches from Feature-Adaptive Subdivision on GPUs” by Binder and Keller
“A Practical and Controllable Hair and Fur Model for Production Path Tracing” by Chiang, Bitterli, Tappan and Burley
“Art-Directable Multiple Volumetric Scattering” by Wrenninge
“An Approximate Reflectance Profile for Efficient Subsurface Scattering” by Christensen

Other Information


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