Intel® Developer Zone:
Intel Rendering Research

Tomas Akenine-Moller

 

Tomas Akenine-Möller manages the Advanced Rendering Technology subgroup in Lund/Sweden, where he is working on efficient algorithms for graphics processors. His expertise includes mobile graphics, rasterization, shadow generation, visibility, buffer and texture compression, and culling. He is a co-inventor of the ETC texture compression scheme which is part of OpenGL ES, and is a co-author of the first two Swedish SIGGRAPH papers ever. He has also co-authored the textbook Real-Time Rendering.

Tomas joined Intel in 2008 after Intel acquired Swiftfoot Graphics – a company he co-founded and led as the CEO. He currently works 50% of his time at Intel, and for the rest of the time he is a graphics professor at Lund University.

Tim Foley

 

Tim Foley joined Intel in 2007 from Neoptica, a real-time rendering startup in San Francisco. He is also a current student of Pat Hanrahan at the Stanford Graphics Lab, and currently works on programming models and languages for graphics. He previously worked on GPU programming models on the BrookGPU project at Stanford, and on CUDA as an intern at NVIDIA.

Chuck Lingle

 

Chuck Lingle manages the Advanced Rendering Technology team inventing new, forward-looking rendering and rendering programming model technologies on Intel platforms. Before joining Intel, Chuck managed software engineering teams at DreamWorks Animation, developing Animation Tools and Core Systems. At Autodesk, he directed software development behind multiple releases of 3D Studio Max as well as a next-gen DCC toolset interactively rendering and animating in complex sets. Prior to Autodesk, he built flight simulator software on SGI platforms and led development of a flight-simulation renderer optimized for Cray supercomputers. In addition, Chuck oversaw advanced research projects surrounding Autodesk and DreamWorks tools as well as DARPA programs in flight simulator rendering and terrain generation.

Jim Nilsson

 

Jim Nilsson is currently working on methods to improve future graphics hardware in terms of features, performance, and power efficiency. Jim’s research background is computer architecture with focus on high performance memory systems, instruction and thread level parallelism, parallel programming, performance/power modelling, and image analysis. At Sun Microsystems, he was influential in the design of the memory system of the UltraSparc III processor. He’s founded four companies, working mainly on image analysis and recognition for mobile devices. Jim received his Ph.D. from Chalmers University of Technology in Gothenburg, Sweden, and his MBA from the University of Gothenburg, School of Business, Economics and Law.

Marco Salvi

 

Marco Salvi joined the Advanced Rendering Technology team at Intel in 2008 and currently leads research efforts in new real-time rendering algorithms and SW/HW graphics architectures. In recent years Marco focused his work on order-independent transparency, shadow rendering and filtering, anti-aliasing and image reconstruction methods. Before joining Intel, Marco worked several years in Italy (Playstos), UK (“Heavenly Sword” - Ninja Theory) and US (“Star Wars The Force Unleashed” - LucasArts) architecting and implementing high performance renderers on two generations of Sony and Microsoft game consoles. Marco received his M.Sc. in Physics from the University of Bologna in 2001.

Geoff Berry

 

Geoff Berry is part of the Rendering Systems Research group with over 12 years of experience developing compilers for parallel systems. He is currently focused on programming models and code generation for parallel workloads. Prior to this, Geoff was involved in generating optimized code for graphics shaders for the Larrabee architecture.

Andrew Brownsword

 

Andrew Brownsword joined Intel in 2011, after 21 years in the game industry at Electronic Arts. At EA he worked on a broad range of products and technologies, covering most aspects of game development, including optimization and concurrency on the PS3/Xbox360 consoles. At Intel he spent 2 years on the Xeon Phi architecture team looking at high performance computing parallel workloads and programming models, before joining ART. During the past 5 years, Andrew has been active and vocal on the Khronos OpenCL specification committee.

Petrik Clarberg

 

Petrik Clarberg joined Intel in 2008 through the acquisition of Swiftfoot Graphics, which he co-founded. His research focus lies on evolving the graphics pipeline through innovative hardware and software. Petrik’s main expertise lies in stochastic rendering and sampling methods, but he has published a variety of papers at SIGGRAPH, EGSR and HPG, covering topics like importance sampling, stochastic rasterization, and texture compression. Petrik received his M.Sc. in Computer Engineering & Science in 2005 and worked as a PhD candidate at Lund University from 2005-2008. He has been a visiting researcher at UCSD and Université de Montréal.

Jon Hasselgren

 

Jon Hasselgren’s current his focus is on graphics hardware, stochastic rasterization and high-quality rendering techniques. In addition, he has worked on rasterization, compression and culling algorithms with focus on graphics hardware, as well as GPU accelerated rendering algorithms. Jon finished his Ph.D. in computer graphics at Lund University graphics group in 2009 and received his M.Sc. in Computer Science and Engineering from Lund University in 2004.

Andrew Lauritzen

 


Andrew Lauritzen joined Intel in 2008. His current research includes lighting and shadowing algorithms, deferred rendering, parallel programming languages and graphics hardware architectures. Andrew received his M.Math in Computer Science from the University of Waterloo in 2008 where his research was focused on variance shadow maps and other shadow filtering algorithms.

Jefferson Montgomery

 

Jefferson Montgomery is currently working on advancing the programmability and realism of graphics on Intel platforms. Previously Jefferson has worked in both research and production in the video game industry and received a Bachelor of Applied Science in Engineering Physics and Masters of Science in Computer Science from the University of British Columbia, where his primary interests were in robotics, artificial intelligence, and computer vision.

Jacob Munkberg

 

Jacob Munkberg joined Intel in 2008. His current research interests include graphics hardware and high-quality rendering techniques. His expertise ranges from texture compression, culling algorithms and stochastic rasterization for real-time graphics pipelines. Prior to Intel, Jacob worked for Illuminate Labs on high quality ray tracing techniques, and co-founded Swiftfoot Graphics, which was acquired by Intel in 2008. He received his M.Sc. in Engineering Physics from Chalmers University of Technology and his Ph.D. in Computer Science from Lund University.

Rahul Sathe

 

Rahul joined Intel in 1999. He spent first few years at Intel in design automation and validation. He got into graphics and gaming when he worked as Application Engineer enabling games on Intel’s multi core platforms. His current research interests include computer graphics, game physics and architecture. He has published articles in series like ShaderX, Game Programming Gems, and presented at conferences in real time graphics and rendering. He serves on Intel’s patent committee for graphics and consumer video. Rahul received his masters in Computer Engineering from Clemson University in 1998 and bachelor’s degree from University of Mumbai.

 

  • Intel Publications
    • View Frustum Culling of Catmull-Clark Patches in DirectX 11
      Game Programming Gems 8, 2009
    • Fast Rigid-Body Collision Detection Using Farthest Feature Maps
      Game Programming Gems VII, 2008
    • Collisions Detection Shader Using Cube-Maps
      Shader X5 - Advanced Rendering Techniques, 2007

Masamichi Sugihara

 

Masamichi Sugihara joined Intel in 2010 through the internship program. He’s currently working on parallel programming models for real-time rendering algorithms. He has contributed to research on motion blur rasterization techniques as well. Masamichi received his M.Sc. in Computer Science from University of Victoria in 2009, where his research topic was interactive deformation techniques for implicit surfaces.

 

Robert Toth

 

Robert Toth joined the Advanced Rendering Technology team at Intel in 2008. Before joining Intel, Robert worked at Swiftfoot Graphics, which developed novel culling technology for real-time graphics, where he spent most of his time working on techniques for compilation based on interval methods. His current research interests are real-time rendering in higher dimensions, shading, sampling and filtering. Robert received his M.Sc. in Engineering Physics from Lund University.

Karthik Vaidyanathan

 

Karthik Vaidyanathan received his MS from Stanford University in 2011 and has a bachelor's degree from Pune University. His research focus is in the area of real time stochastic rendering. Prior to graduate studies at Stanford, he had also worked for several years in research and development for wireless communications.

Magnus Andersson

Magnus Andersson received his M. Sc. in Computer Science and Engineering from Lund University 2008. He then worked with font rendering at Mobile Labs AB for a while, before returning to academia to pursue his Ph.D. in 2009. His main research focus has been in the field of multi-view rendering techniques, but recent interests include many-core rendering and compression.

Ethan Kerzner

Ethan Kerzner joined Intel as a graduate research intern in May, 2013. Before interning at Intel, his research focused on the intersection of real-time rendering and interactive scientific visualization. Currently, his research interests include order-independent transparency, compression, anti-aliasing, and ray tracing. In August, 2013, Ethan will graduate with an MCS from the University of Iowa.

Björn Johnsson

Björn Johnsson studied Computer Science at Lund University in 2002-2007. After that he worked at Massive Entertainment for two years as a game engine programmer before returning to Lund University to receive his M.Sc. in Computer Science in 2010. He is currently a Ph.D. student, enrolled at Lund University. Research interests include multi-view rendering, real-time global illumination and tree rendering.

Soham Mehta

Soham Uday Mehta joined Intel as a graduate research intern in the summer of 2012, exploring image reconstruction and advanced sampling techniques for real-time graphics. He is a Ph.D. student in Computer Science at the University of California, Berkeley, working with Professor Ravi Ramamoorthi. His graduate research focus is on sampling and reconstruction for photo-realistic rendering.

Kerry Seitz

Kerry Seitz is a Ph.D. student in Computer Science at UC Davis, working under Prof. John Owens. He received a B.S. in Computer Science with minors in Biology and Biomathematics from Trinity University. His research interests include heterogeneous computing, general purpose computing on graphics processing units (GPGPU), programming languages, and compilers. He is especially interested in the intersection of these areas. Due to the increasingly widespread use of many-core architectures, like graphics processing units (GPUs), he is interested in making these devices easier to program so that developers can take advantage of the processing power and energy efficiency that they provide.

Alexander Toresson

Alexander Toresson joined Intel as a graduate intern in October 2012, exploring the energy efficiency of ray tracing for his Master's thesis. He is currently a student in Computer Science and Engineering at Lund University, graduating in March 2013. His main areas of interest within CS include graphics, digital signal processing, and low-level programming.

Multi-Layer Alpha Blending

By: Marco Salvi , Karthik Vaidyanathan

I3D 2014


Avoiding Texture Seams by Discarding Filter Taps

By: Robert Toth

JCGT 2013


Layered Light Field Reconstruction for Defocus Blur

By: Karthik Vaidyanathan, Jacob Munkberg, Petrik Clarberg, Marco Salvi

Intel® DZ 2013


Advances in Real-Time Rendering in Games: Pixel Synchronization: Solving old graphics problems with new data structures

By: Marco Salvi

Siggraph 2013


Hot3D: Haswell Processor Graphics

By: Marco Salvi

High Performance Graphics 2013


Dynamic Stackless Binary Tree Traversal

By: Rasmus Barringer, Tomas Akenine-Moller

Journal of Computer Graphics Techniques 2013


Theory and Analysis of Higher-Order Motion Blur Rasterization

By: Carl Johan Gribel, Jacob Munkberg, Jon Hasselgren, Tomas Akenine-Moller

High Performance Graphics 2013


Asynchronous Adaptive Anti-Aliasing using Shared Memory

By: Rasmus Barringer, Tomas Akenine-Moller

Siggraph 2013


A Sort-based Deferred Shading Architecture for Decoupled Sampling

By Petrik Clarberg, Robert Toth, Jacob Munkberg

Siggraph 2013


Stochastic Depth Buffer Compression using Generalized Plane Encoding

By Magnus Andersson, Jacob Munkberg, Tomas Akenine-Möller

Eurographics 2013


A Compressed Depth Cache

By: Jon Hasselgren, Magnus Andersson, Jim Nilsson, Tomas Akenine-Möller

Journal of Computer Graphics Techniques, 2012


Performance per What?

By: Tomas Akenine-Möller, Björn Johnsson

Journal of Computer Graphics Techniques, 2012


Per-Vertex Defocus Blur for Stochastic Rasterization

By: Jacob Munkberg, Robert Toth,Tomas Akenine-Möller

Eurographics Symposium of Rendering 2012


Design and Novel Uses of Higher-Dimensional Rasterization

By: Jim Nilsson, Petrik Clarberg, Björn Johnsson, Jacob Munkberg, Jon Hasselgren, Robert Toth, Marco Salvi,Tomas Akenine-Möller

High Performance Graphics 2012

Per-Vertex Defocus Blur for Stochastic Rasterization

Adaptive Image Space Shading for Motion and Defocus Blur

By: Karthik Vaidyanathang, Robert Toth, Marco Salvi, Solomon Boulos, Aaron Lefohn

High Performance Graphics 2012

Adaptive Image Space Shading for Motion and Defocus Blur=

Hyperplane Culling for Stochastic Rasterization

By: Jacob Munkberg, Tomas Akenine-Möller

Eurographics 2012

Hyperplane Culling for Stochastic Rasterization=

Surface Based Anti-Aliasing

By: Marco Salvi, Kiril Vidimce

Symposium on Interactive 3D Graphics, March 2012

Surface Based Anti-Aliasing

Depth Buffer Compression for Stochastic Motion BlurRasterization

By: Magnus Andersson, Jon Hasselgren, Tomas Akenine-Moller

High Performance Graphics, August 2011

Adaptive Volumetric Shadow Maps

Hierarchical Stochastic Motion Blur Rasterization

By: Jacob Munkberg, Petrik Clarberg, Jon Hasselgren, Robert Toth, Masamichi Sugihara, Tomas Akenine-Moller

High Performance Graphics, August 2011

Hierarchical Stochastic Motion Blur Rasterization

High-Quality Spatio-Temporal Rendering using Semi-Analytical Visibility

By: Carl Johan Gribel, Rasmus Barringer, Tomas Akenine-Moller

ACM SIGGRAPH, August 2011.

High-Quality Spatio-Temporal Rendering using Semi-Analytical Visibility

Efficient Depth of Field Rasterization using a Tile Test based on Half-Space Culling

By: Tomas Akenine-Möller, Robert Toth, Jacob Munkberg,Jon Hasselgren

Computer Graphics Forum, 2012Eurographics, May 2012

Efficient Depth of Field Rasterization using a Tile Test based on Half-Space Culling

Spark: Modular, Composable Shaders for Graphics Hardware

By: Tim Foley, Pat Hanrahan

ACM SIGGRAPH, August 2011

 Modular, Composable Shaders for Graphics Hardware

Adaptive Transparency

By: Marco Salvi, Jefferson Montgomery, Aaron Lefohn

High Performance Graphics, August 2011 Game Developers Conference, March 2011

Adaptive Volumetric Shadow Maps

Efficient Multi-view Ray Tracing using Edge Detection and Shader Reuse

By: Magnus Andersson, Bjorn Johnsson, Jacob Munkberg, Petrik Clarberg, Jon Hasselgren, Tomas Akenine-Moller

Visual Computer June 2011

Adaptive Volumetric Shadow Maps

Backface Culling for Motion Blur and Depth of Field

By: Jacob Munkberg, Tomas Akenine-Möller

Journal of Graphics, GPU and Game Tools, 2011

Backface Culling for Motion Blur and Depth of Field

Adaptive Order Independent Transparency: A Fast and Practical Approach to Rendering Transparent Geometry

By: Marco Salvi, Jefferson Montgomery, Aaron Lefohn

SIGGRAPH, July 2010Game Developers Conference (GDC), March 2011

 A Fast and Practical Approach to Rendering Transparent Geometry

Deferred Rendering for Current and Future Rendering Pipelines

By: Andrew Lauritzen

SIGGRAPH 2010, July 2010.

Deferred Rendering for Current and Future Rendering Pipelines

Sample Distribution Shadow Maps

By: Andrew Lauritzen, Marco Salvi, Aaron Lefohn

SIGGRAPH Courses 2010.Symposium on Interactive 3D Graphics and Games (I3D), February 2011

Sample Distribution Shadow Maps

Adaptive Volumetric Shadow Maps

By: Marco Salvi, Kiril Vidimce, Andrew Lauritzen, Aaron Lefohn

Eurographics Symposium on Rendering (EGSR), June 2010 Siggraph June 2010

Adaptive Volumetric Shadow Maps

Efficient Bounding of Displaced Bézier Patches

By: Jacob Munkberg, Jon Hasselgren, Robert Toth, Tomas Akenine-Möller

High Performance Graphics (HPG), June 2010

Efficient Bounding of Displaced Bézier Patches

An Optimizing Compiler for Automatic Shader Bounding

By: Petrik Clarberg, Robert Toth, Jon Hasselgren, Tomas Akenine-Möller

Eurographics Symposium on Rendering (EGSR), June 2010

An Optimizing Compiler for Automatic Shader Bounding

Automatic Pre-Tessellation Culling

By: Jon Hasselgren, Jacob Munkberg, Tomas Akenine-Möller,

ACM Transactions on Graphics Vol. 28(2):19, 2009

Automatic Pre-Tessellation Culling
Backface Culling for Motion Blur and Depth of Field

By: Jacob Munkberg, Tomas Akenine-Möller

Journal of Graphics, GPU and Game Tools, 2011

Backface Culling for Motion Blur and Depth of Field

Adaptive Order Independent Transparency: A Fast and Practical Approach to Rendering Transparent Geometry

By: Marco Salvi, Jefferson Montgomery, Aaron Lefohn

SIGGRAPH, July 2010Game Developers Conference (GDC), March 2011

 A Fast and Practical Approach to Rendering Transparent Geometry

Deferred Rendering for Current and Future Rendering Pipelines

By: Andrew Lauritzen

SIGGRAPH 2010, July 2010.

Deferred Rendering for Current and Future Rendering Pipelines

Sample Distribution Shadow Maps

By: Andrew Lauritzen, Marco Salvi, Aaron Lefohn

SIGGRAPH Courses 2010.Symposium on Interactive 3D Graphics and Games (I3D), February 2011

Sample Distribution Shadow Maps

Adaptive Volumetric Shadow Maps

By: Marco Salvi, Kiril Vidimce, Andrew Lauritzen, Aaron Lefohn

Eurographics Symposium on Rendering (EGSR), June 2010 Siggraph June 2010

Adaptive Volumetric Shadow Maps

Efficient Bounding of Displaced Bézier Patches

By: Jacob Munkberg, Jon Hasselgren, Robert Toth, Tomas Akenine-Möller

High Performance Graphics (HPG), June 2010

Efficient Bounding of Displaced Bézier Patches

An Optimizing Compiler for Automatic Shader Bounding

By: Petrik Clarberg, Robert Toth, Jon Hasselgren, Tomas Akenine-Möller

Eurographics Symposium on Rendering (EGSR), June 2010

An Optimizing Compiler for Automatic Shader Bounding