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 David Luebke

 Vice President of Graphics Research

 NVIDIA Corporation


 Fellow of the IEEE

 NVIDIA Distinguished Inventor

 IEEE VR Technical Achievement Award


David Luebke helped found NVIDIA Research in 2006 after eight years on the faculty of the University of Virginia. Luebke received his Ph.D. under Fred Brooks at the University of North Carolina in 1998. His principal research interests are computer graphics, generative neural networks, and virtual reality. Luebke is a Fellow of the IEEE and a recent inductee into the IEEE VR Academy; other honors include the NVIDIA Distinguished Inventor award, the IEEE VR Technical Achievement Award, and the ACM Symposium on Interactive 3D Graphics "Test of Time Award". Dr. Luebke has co-authored a book, a major museum exhibit, and over two hundred papers, articles, chapters, and patents.
[Publications] [Talks & Posters] [Exhibits] [Tech Reports] [Honors] [Activities] [Background] [Teaching] [Fun] [CV]

Publications

Optical Gaze Tracking with Spatially-Sparse Single-Pixel Detectors. Richard Li*, Eric Whitmire*, Michael Stengel, Ben Boudaoud, Jan Kautz, David Luebke, Shwetak Patel, and Kaan Akşit. Proceedings of the International Symposium on Mixed and Augmented Reality (ISMAR2020), (November 2020).

Toward Standardized Classification of Foveated Displays. Josef Spjut, Ben Boudaoud, Jonghyun Kim, Trey Greer, Rachel Albert, Michael Stengel, Kaan Aksit, and David Luebke. IEEE Transactions on Visualization and Computer Graphics (Presented at IEEE VR 2020 journal track), Atlanta, GA (March 2020).

Eccentricity effects on blur and depth perception. Qi Sun, Fu-Chung Huang, Li-Yi Wei, David Luebke, Arie Kaufman, and Joohwan Kim. Optics Express, Vol. 28 No. 5 (January 2020).

Reading Speed Decreases for Fast Readers Under Gaze-Contingent Rendering. Rachel Albert, Angelica Godinez, and David Luebke. ACM Symposium on Applied Perception (SAP '19), Barcelona, Spain (September 2019).

Foveated AR: Dynamically-Foveated Augmented Reality Display. Jonghyun Kim, Youngmo Jeong, Michael Stengel, Kaan Akşit, Rachel Albert, Ben Boudaoud, Trey Greer, Joohwan Kim, Ward Lopes, Zander Majercik, Peter Shirley, Josef Spjut, Morgan McGuire, and David Luebke. ACM Transactions on Graphics (Proceedings of SIGGRAPH 2019), Los Angeles, CA (July 2019).

NVGaze: An Anatomically-Informed Dataset for Low-Latency, Near-Eye Gaze Estimation. Joohwan Kim, Michael Stengel, Alexander Majercik, Shalini De Mello, David Dunn, Samuli Laine, Morgan McGuire, and David Luebke. Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems (CHI 2019), Glasgow, Scotland (April 2019).

Manufacturing Application-Drive Foveated Near-Eye Displays. Kaan Akşit, Praneeth Chakravarthula, Kishore Rathinavel, Youngmo Jeong, Rachel Albert, Henry Fuchs, and David Luebke. IEEE Transactions on Visualization & Computer Graphics, 25:5 (May 2019).

Fluidic Elastomer Actuators for Haptic Interactions in Virtual Reality. Jose Barreiros, Houston Claure, Bryan Peele, Omer Shapira, Josef Spjut, David Luebke, Malte Jung, and Robert Shepherd. IEEE Robotics and Automation Letters 4:2 (December 2018).

Towards Virtual Reality Infinite Walking: Dynamic Saccadic Redirection. Qi Sun, Anjul Patney, Omer Shapira, Jingwan Lu, Paul Asente, Suwen Zhu, Morgan McGuire, David Luebke, and Arie Kaufman. ACM Transactions on Graphics (Proceedings of SIGGRAPH 2018), Vancouver, Canada (August 2018).

Phantom Ray-Hair Intersector. Alexander Reshetov and David Luebke. High Performance Graphics 2018, Vancouver, Canada (August 2018).

A Variable Shape and Variable Stiffness Controller for Haptic Virtual Interactions. Benjamin C. Mac Murray, Bryan N. Peele, Patricia Xu, Josef Spjut, Omer Shapira, David Luebke, and Robert F. Shepherd. 2018 IEEE International Conference on Soft Robotics (RoboSoft), Livorno, Italy (April 2018).

Near-Eye Varifocal Augmented Reality Display using See-Through Screens. Kaan Aksit, Ward Lopes, Jonghyun Kim, Peter Shirley, and David Luebke. ACM Transactions on Graphics (SIGGRAPH Asia 2017), Bangkok Thailand (November 2017).

Near-eye Light Field Holographic Rendering with Spherical Waves for Wide Field of View Interactive 3D Computer Graphics. Liang Shi, Fu-Chung Huang, Ward Lopes, Wojciech Matusik, and David Luebke. ACM Transactions on Graphics (SIGGRAPH Asia 2017), Bangkok Thailand (November 2017).

Perceptually-Guided Foveation for Light Field Displays. Qi Sun, Fu-Chung Huang, Joohwan Kim, Li-Yi Wei, David Luebke, and Arie Kaufman. ACM Transactions on Graphics (SIGGRAPH Asia 2017), Bangkok Thailand (November 2017).

Latency Requirements for Foveated Rendering in Virtual Reality. Rachel Albert, Joohwan Kim, Anjul Patney, and David Luebke. Best Paper Award, SAP 2018! ACM Transactions on Applied Perception (Special Issue SAP 2017), Vol. 14 No. 4 (September 2017).

Mixed-primary Factorization for Dual-frame Computational Displays. Fu-Chung Huang, Dawid Pajak, Jonghyun Kim, Jan Kautz, and David Luebke. ACM Transactions on Graphics (SIGGRAPH 2017), Los Angeles, CA (2017).

Interactive Stable Ray Tracing. Alessandro Dal Corso, Marco Salvi, Craig Kolb, Jeppe Revall Frisvad, Aaron Lefohn, and David Luebke. High Performance Graphics 2017, Los Angeles, CA (2017). [videos]

Wide field of view varifocal near-eye display using see-through deformable membrane mirrors. David Dunn, Cary Tippets, Kent Torell, Petr Kellnhofer, Kaan Akşit, Piotr Didyk, Karol Myszkowski, David Luebke, and Henry Fuchs. IEEE Transactions on Visualization and Computer Graphics (Selected Proceedings, IEEE Virtual Reality 2017), Los Angeles, CA (2017). IEEE VR 2017 Best Paper Award!

Real-time global illumination using precomputed light field probes. Morgan McGuire, Michael Mara, Derek Nowrouzezahrai, and David Luebke. ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games (I3D 2017), San Francisco, CA.

Towards foveated rendering for gaze-tracked virtual reality. Anjul Patney, Marco Salvi, Joohwan Kim, Anton Kaplanyan, Chris Wyman, Nir Benty, David Luebke, and Aaron Lefohn. ACM Transactions on Graphics (SIGGRAPH Asia 2016), Macao, China (December 2016).

See also our Emerging Technologies Exhibit at SIGGRAPH 2016.

Deep G-Buffers for Stable Global Illumination Approximation. Michael Mara, Morgan McGuire, Derek Nowrouzezahrai, and David Luebke. High Performance Graphics 2016, Dublin, Ireland (June 2016).
Infinite Resolution Textures. Alexander Reshetov and David Luebke. High Performance Graphics 2016, Dublin, Ireland (June 2016).
Hybrid Modulation for Near Zero Display Latency. Trey Greer, Josef Spjut, David Luebke, Turner Whitted. Society for Information Display (SID 2016) 47:1 pp 76-78, San Francisco, CA (May 2016).
CloudLight: A System for Amortizing Indirect Lighting in Real-Time Rendering . Cyril Crassin, David Luebke, Michael Mara, Morgan McGuire, Brent Oster, Peter Shirley, Peter-Pike Sloan, and Chris Wyman. Journal of Computer Graphics Techniques (JCGT) 4:4 (September-December 2015).
An Adaptive Acceleration Structure for Screen-space Ray Tracing . Jan Kautz, Sven Widmer, Dawid Pajak, Andre Schulz, Kari Pulli, Michael Goesele, and David Luebke. High Performance Graphics 2015, Los Angeles, CA (August 2015).

Slim Near-Eye Display Using Pinhole Aperture Arrays . Kaan Akşit, Jan Kautz, and David Luebke. Applied Optics, Vol. 54 No. 11 (April 10, 2015).
Pinlight Displays: Wide Field of View Augmented-Reality Eyeglasses using Defocused Point Light Sources . Andrew Maimone, Douglas Lanman, Kishore Rathinavel, Kurtis Keller, David Luebke, and Henry Fuchs. ACM Transactions on Graphics (SIGGRAPH 2014 Proceedings), Vancouver, Canada (August 2014).
Cascaded Displays: Spatiotemporal Superresolution using Offset Pixel Layers. Felix Heide, Douglas Lanman, Dikpal Reddy, Jan Kautz, Kari Pulli, and David Luebke. ACM Transactions on Graphics (SIGGRAPH 2014 Proceedings), Vancouver, Canada (August 2014).
Near-Eye Light Field Displays. Douglas Lanman, David Luebke. ACM Transactions on Graphics (SIGGRAPH Asia 2013 Proceedings), Hong Kong (November 2013).
See press and videos on our SIGGRAPH 2013 Emerging Technologies Exhibit!
PixelPie: Maximal Poisson-disk Sampling with Rasterization. Cheuk Yiu Ip, M. Adil Yalçin, David Luebke, Amitabh Varshney. High Performance Graphics 2013, Anaheim, CA (November 2013).
GPU Ray Tracing. Steven Parker, Heiko Freidrich, David Luebke, Keith Morley, James Bigler, Jared Hoberock, David McAllister, Austin Robison, Andreas Dietrich, Greg Humphreys, Morgan McGuire, Martin Stich. Communications of the ACM, Vol. 56 No. 5 (May 2013).
CACM Research Highlights featured our SIGGRAPH 2010 OptiX paper as one of “the most important research results published in CS in recent years,” with a Technical Perspective by Matt Pharr.
Toward Practical Real-Time Photon Mapping: Efficient GPU Density Estimation . Michael Mara, David Luebke, and Morgan McGuire. ACM Symposium on Interactive 3D Graphics and Games (I3D 2013 proceedings), Orlando, FL (March 2013)
Scalable Ambient Obscurance. Morgan McGuire, Michael Mara, and David Luebke. High Performance Graphics 2012, Paris, France (June 2012)
Subpixel Reconstruction Antialiasing. Matthäus G. Chajdas, Morgan McGuire, and David Luebke. ACM Symposium on Interactive 3D Graphics and Games (I3D 2011 proceedings), San Francisco, CA (February 2011)

A Local Image Reconstruction Algorithm for Stochastic Rendering. Peter Shirley, Timo Aila, Jonathan Cohen, Eric Enderton, Samuli Laine, David Luebke, and Morgan McGuire. ACM Symposium on Interactive 3D Graphics and Games (I3D 2011 proceedings), San Francisco, CA (February 2011)
OptiX: A General Purpose Ray Tracing Engine. Steven G. Parker, James Bigler, Andreas Dietrich, Heiko Friedrich, Jared Hoberock, David Luebke, David McAllister, Morgan McGuire, Keith Morley, Austin Robison, and Martin Stich. ACM Transactions on Graphics (SIGGRAPH 2010 Proceedings), Los Angeles, CA (August 2010).

Downloads, code examples, and forums at the OptiX home page.

Optical Image Processing Using Light Modulation Displays. Gordon Wetzstein, Wolfgang Heidrich, and David Luebke. Computer Graphics Forum, Vol. 29 No. 6 (2010).
Real-Time Stochastic Rasterization on Conventional GPU Architectures. Morgan McGuire, Eric Enderton, Peter Shirley, and David Luebke. High Performance Graphics 2010, Saarbruecken Germany (June 2010).
HLBVH: Hierarchical LBVH Construction for Real-Time Ray Tracing. Jacopo Pantaleon and David Luebke. High Performance Graphics 2010, Saarbruecken Germany (June 2010).
Stochastic Transparency. Eric Enderton, Erik Sintorn, Peter Shirley, and David Luebke. The 2010 ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games (I3D 2010), Washington, DC (February 2010). Best Paper Award, I3D 2010

[slides]

Hardware-accelerated global illumination by image space photon mapping. Morgan McGuire and David Luebke. High Performance Graphics 2009, New Orleans, LA (August 2009).
Fast BVH construction on GPUs. Christian Lauterbach, Michael Garland, Shubho Sengupta, David Luebke, and Dinesh Manocha. Eurographics 2009, Munich, Germany (March 2009).

[video]

Real-time Editing and Relighting of Homogeneous Translucent Materials. Rui Wang, Ewen Cheslack-Postava, Rui Wang, David Luebke, Qianyong Chen, Wei Hua, Qunsheng Peng, Hujun Bao. Computer Graphics International 2008, published as The Visual Computer 24 (7-9), pp. 565-575 (June 2008).

[video]

GPU Computing. John D. Owens, Mike Houston, David Luebke, Simon Green, John E. Stone, and James C. Phillips. Proceedings of the IEEE, 96(5):879–899, May 2008.

Advanced Techniques for Realistic Real-Time Skin Rendering. Eugene d'Eon and David Luebke. GPU Gems 3, Addison-Wesley.

Special thanks to actor Doug Jones for allowing us to use his likeness.

Efficient Rendering of Human Skin. Eugene d'Eon, David Luebke, and Eric Enderton. Eurographics Symposium on Rendering 2007, Grenoble, France (June 2007).

Also available: The video excerpt of our SIGGRAPH 2007 Electronic Theater piece demonstrating the technique [WMV format, 20 MB].

A Hardware Redundancy and Recovery Mechanism for Reliable Scientific Computation on Graphics Processors. Jeremy Sheaffer, David Luebke, and Kevin Skadron. Graphics Hardware 2007, San Diego CA (August 2007).
A Survey of General-Purpose Computation on Graphics Hardware. John D. Owens, David Luebke, Naga Govindaraju, Mark Harris, Jens Krüger, Aaron E. Lefohn, and Tim Purcell. Computer Graphics Forum, 26(1):80-113 (March 2007).

The CGF article updates and extends our previous STAR:

A Survey of General-Purpose Computation on Graphics Hardware. John D. Owens, David Luebke, Naga Govindaraju, Mark Harris, Jens Krüger, Aaron E. Lefohn, and Tim Purcell, Eurographics 2005 State of the Art Report (STAR), Dublin, Ireland (August 2005).

How GPUs Work. David Luebke and Greg Humphreys, IEEE Computer, Vol. 40 No. 2, pp 96-100, February 2007.


 
The Visual Vulnerability Spectrum: Characterizing Architectural Vulnerability for Graphics Hardware. Jeremy Sheaffer, David Luebke, and Kevin Skadron. Proceedings of Graphics Hardware 2006, Vienna, Austria (September 2006).
Effiicent Wavelet Rotation for Environment Map Rendering. Rui Wang, Ren Ng, David Luebke, and Greg Humphreys. Proceedings of the 2006 Eurographics Symposium on Rendering, Nicosia, Cyprus (June 2006; published as Rendering Techniques 2006, Ed. Wolfgang Heidrich and Tomas Akenine-Moller, Springer-Verlag, Vienna).
Applications of Small-Scale Reconfigurability to Graphics Processors. Kevin Dale, Jeremy Sheaffer, Vinu Vijay Kumar, David Luebke, Greg Humphreys, and Kevin Skadron. International Workshop on Applied Reconfigurable Computing (ARC2006) (March 2006).

Selected as one of 10 best workshop papers to be extended for a special edition of the International Journal of Electronics.

Small-Scale Reconfigurability for Improved Performance and Double Precision in Graphics Hardware. Kevin Dale, Jeremy Sheaffer, Vinu Vijay Kumar, David Luebke, Greg Humphreys, and Kevin Skadron. International Journal of Electronics (to appear).

A High-Accuracy, Low-Cost Localization System for Wireless Sensor Networks. Radu Stoleru, Tian He, John A. Stankovic, and David Luebke.  ACM SenSys 2005 (November 2005).
  All-Frequency Relighting of Glossy Objects. Rui Wang, John Tran, and David Luebke.  ACM Transactions on Graphics 25(2) (April 2006).
The Ultimate Display: Where Will All The Pixels Come From?  Ben Watson and David Luebke, IEEE Computer 38(8) (August 2005).
All-Frequency Interactive Relighting of Translucent Objects with Single and Multiple Scattering. Rui Wang, John Tran, and David Luebke, ACM Transactions on Graphics 24(3) (SIGGRAPH 2005), Los Angeles, CA (August 2005).

Also available: a very large Quicktime video [242 MB] and a highly compressed version [31 MB].

Adaptive Frameless Rendering. Abhinav Dayal, Cliff Woolley, Ben Watson, and David Luebke, Proceedings of the 2005 Eurographics Symposium on Rendering, Konstanz, Germany (June 2005; published as Rendering Techniques 2005, Ed. Kavita Bala and Philip Dutre, Springer-Verlag, Vienna).

Also available: Quicktime movie [232 MB], MPEG-4 version [31 MB].
 

A GPU-Accelerated Render Cache. Tenghui Zhu, Rui Wang and David Luebke. Pacific Graphics 2005 (short paper), Macao, China (October 2005).
Studying Thermal Management for Graphics-Processor Architectures. Jeremy Sheaffer, Kevin Skadron, and David Luebke, Proceedings of the 2005 IEEE International Symposium on Performance Analysis of Systems and Software (ISPASS 2005), Austin, TX (March 2005).

See also Qsilver, the public-domain graphics architecture simulator used in the paper.

A Flexible Simulation Framework for Graphics Architectures. Jeremy W. Sheaffer, David Luebke, and Kevin Skadron, Proceedings of Graphics Hardware 2004, Grenoble, France (August 2004).

Also available: an accompanying video (38 MB) and Qsilver, the public-domain graphics architecture simulator described in the paper.

All-Frequency Relighting of Non-Diffuse Objects Using Separable BRDF Approximation.  Rui Wang, John Tran, and David Luebke,  Proceedings of the 2004 Eurographics Symposium on Rendering (June 2004, Sweden; published as Rendering Techniques 2004, Ed. Henrik Wann Jensen and Alexander Keller, Springer-Verlag, Vienna).

Also available: the abstract & a video (27 MB).

Monticello Through the Window.  Nathaniel Williams, Chad Hantak, Kok-Lim Low, John Thomas, Kurtis Keller, Lars Nyland, David Luebke, and Anselmo Lastra, Proceedings of the 4th International Symposium on Virtual Reality, Archaeology and Intelligent Cultural Heritage (VAST 2003), Brighton, UK (November 2003).

Also available: videos of the "Virtual Monticello" and "Jefferson's Cabinet" exhibits.

Efficient Reconstruction of Indoor Scenes with Color .  Rui Wang and David Luebke, Proceedings of the 4th International Conference on 3-D Digital Imaging and Modeling (3DIM 2003), Banff, Canada (October 2003).
A Multigrid Solver for Boundary Value Problems Using Programmable Graphics Hardware. Nolan Goodnight, Cliff Woolley, Greg Lewin, David Luebke, and Greg Humphreys, Proceedings of Graphics Hardware 2003, San Diego, CA (July 2003)
Perceptually Guided Simplification of Lit, Textured Meshes.  Nathaniel Williams, David Luebke, Jonathan Cohen, Mike Kelley, and Brenden Schubert, Proceedings of the 2003 ACM SIGGRAPH  Symposium on Interactive 3D Graphics, Monterey, CA (April 2003).
Interruptible Rendering.  Cliff Woolley, David Luebke, Benjamin Watson, and Abhinav Dayal, Proceedings of the 2003 ACM SIGGRAPH  Symposium on Interactive 3D Graphics, Monterey, CA (April 2003).
Book: Level of Detail for 3D Graphics. David Luebke, Martin Reddy, Jonathan Cohen, Amitabh Varshney, Benjamin Watson, and Robert Huebner. Morgan-Kaufmann Publishers, San Francisco (July 2002).

New!   Kindle version now available.

Visit the accompanying web site for tools, links, errata, and more.

Perceptually Driven Simplification for Interactive Rendering. David Luebke and Ben Hallen, Proceedings of the 2001 Eurographics Workshop onRendering (June 2001, London; published as Rendering Techniques 2001, Ed. Steven Gortler and Karol Myszkowski, Springer-Verlag, Vienna).
View-Dependent Particles for Interactive Non-Photorealistic Rendering. Derek Cornish, Andrea Rowan, and David Luebke, Proceedings of Graphics Interface 2001 (June 2001).

Also available: a video screen capture, in DIVX format, of the NPR system in action (29 MB).

A Developer’s Survey of Polygonal Simplification Algorithms. David Luebke, IEEE Computer Graphics &Applications (May 2001).
View-Dependent Simplification of Arbitrary Polygonal Environments. David Luebke and Carl Erikson, Proceedings of SIGGRAPH 97, ACM Press, NY (August 1997).
Portals and Mirrors: Simple, Fast Evaluation of Potentially Visible Sets, David P. Luebke and Chris Georges, Proceedings of the 1995 Symposium on Interactive 3D Graphics, ACM Press, NY (April, 1995). [postscript, html].

Note: see the pfPortals library.

Winner, I3D Test of Time Award - awarded to the paper from the first five years of the Symposium judged to have had the most lasting impact.

Talks and Posters

Developing a peripheral color tolerance model for gaze-contingent rendering. [PDF] Lili Zhang, Rachel Albert, Joohwan Kim, and David Luebke. Journal of Vision, Vol. 19 No. 10, p 298c (VSS 2019 Poster Abstract, September 2019)

Exploring the effects of gaze-contingent rendering on reading performance. Angelica Godinez, Rachel Albert, and David Luebke. Journal of Vision, Vol. 19 No. 10, p 298c (VSS 2019 Poster Abstract, September 2019)

[Note: our SAP paper extends this work and improves the analysis]

Latency of 30 ms Benefits First Person Targeting Tasks More Than Refresh Rate Above 60 Hz. Josef Spjut, Ben Boudaoud, Kamran Binaee, Jonghyun Kim, Alexander Majercik, Morgan McGuire, David Luebke, and Joohwan Kim. SIGGRAPH Asia 2019 Technical Brief, Brisbane, Australia (November 2019)

Interactive Indirect Lighting Computed in the Cloud . Cyril Crassin, David Luebke, Michael Mara, Morgan McGuire, Brent Oster, Peter Shirley, Peter-Pike Sloan, and Chris Wyman. SIGGRAPH 2013 Technical Talk, Los Angeles CA (July 2013)

Temperature-Aware GPU Design. Jeremy Sheaffer, David Luebke, Kevin Skadron, ACM SIGGRAPH 2004 Posters, Los Angeles, CA (2004).
Finalist, ACM Student Research Competition 2003
GLOD: A Geometric Level of Detail System at the OpenGL API Level. Jonathan Cohen, Nathaniel Duca, David Luebke, Brenden Schubert, IEEE Visualization 2003, Seattle, WA (2003).

Best poster award, IEEE VIS 2003

Also available: a song lauding the merits of GLOD.

See GLOD, a full-featured public-domain software toolkit for LOD control with a minimalist OpenGL-style API.

GLOD: A Driver-Level Interface for Geometric Level of Detail.  Jonathan Cohen, David Luebke, Nathaniel Duca, Brenden Schubert, SIGGRAPH 2003 Technical Sketch, San Diego, CA (2003).

Also available: an earlier tech report with more detail.


Interruptible Rendering. J. Cliff Woolley, David Luebke, and Ben Watson, SIGGRAPH 2002 Technical Sketch, San Antonio, TX (2002).

Also available: a large (20 Mb) MPEG video for both 2002 sketches.

Improving Frameless Rendering by Focusing on Change.  Abinav Dayal, Ben Watson, and David Luebke, SIGGRAPH 2002 Technical Sketch, San Antonio, TX (2002).

Also available: a large (20 Mb) MPEG video for both 2002 sketches.

Exhibits

SIGGRAPH 2019 Emerging Technologies Exhibit. See also Kaan's page. Inspired by human visual perception, we demonstrate two novel wearable augmented reality displays. The first "Prescription AR" integrates prescription correction in a 5mm-thick image combiner. The static prototype is 50g and has an eyeglasses form factor. The second "Foveated AR" display combines a microOLED and a holographic Maxwellian-view display to adapt to user gaze by moving a high-resolution inset and adjust focal depth. Won Best of Show at SIGGRAPH 2019 Emerging Technologies!

The foveated AR display demonstrated in this exhibit was described in a technical paper also presented SIGGRAPH 2019.

SIGGRAPH 2018 Emerging Technologies Exhibit. We present a novel optical design for augmented reality near-eye displays exploiting 3D stereolithography printing techniques to achieve similar characteristics to progressive prescription binoculars. We show how to manufacture inter-changeable optical components using 3D printing, leading to arbitrary shaped static projection screen surfaces that are adaptive to the targeted applications. We presented an augmented reality prototype with a moderate form-factor, large field of view, and demonstrated a prototype foveation technique using a moving lens in front of a projection system. We argue that these techniques provide a gateway to application-adaptive, easily replicable, customizable, and cost-effective near-eye display designs. Won Best of Show at SIGGRAPH 2018 Emerging Technologies!

The methodology and display demonstrated in this exhibit were described in a technical paper presented at IEEE VR 2019, where it was nominated for the best paper award.

SIGGRAPH 2017 Emerging Technologies Exhibit. See also Kaan's page. We demonstrated a novel optical layout for near-eye display that uses a curved combiner magnifying a see-through holographic diffuser, to create an on-axis optical imaging system from an off-axis projector. This design has several advantages including simplicity and wide field of view. Most importantly, the design supports optical see-through augmented reality (using a partially reflective combiner) and variable focal length (by moving the combiner).

This exhibit foreshadowed the final paper in SIGGRAPH Asia 2017.

SIGGRAPH 2016 Emerging Technologies Exhibit. We demonstrated a set of perceptually-based methods for improving foveated rendering, which uses an eye tracker and renders a high-detail image near the user's center of gaze (the fovea and a low-detail image elsewhere (the periphery), in virtual reality. We specifically address problems seen in prior work of temporal instability (caused by low resolution rendering) and contrast loss (caused by filtering).

This exhibit foreshadowed the final paper in SIGGRAPH Asia 2016.

SIGGRAPH 2013 Emerging Technologies Exhibit. We demonstrated dramatically thinner and lighter head-mounted displays capable of depicting accurate accommodation, convergence, and binocular-disparity depth cues. Our approach replaces bulky conventional optics with a microlens array and computationally synthesized light field display.

Our exhibit was written up in many popular press outlets; the project page includes videos and a sample writeup from Engadget. The final paper appeared in SIGGRAPH Asia 2013.

The Scanning Monticello project uses image-based methods and a laser scanning device to create an extremely detailed 3D computer model of Monticello, Thomas Jefferson's Virginia home.  Applications of this technology range from historic preservation for art and archeology, to telecollaboration, to forensic reconstruction of crime scenes, to virtual tourism.  As an example of this last application, we worked with researchers from UNC-Chapel Hill to create a Virtual Monticello exhibit for Jefferson's America & Napoleon's France at the New Orleans Museum of Art (NOMA). This exhibition commemorated the 200th anniversary of the Louisiana Purchase and was visited by over 110,000 people from April 12-August 31 in 2003.

This research and the museum exhibit are funded by the National Science Foundation. More detail can be found here and here.

Technical Reports

Fast Global Illumination Approximations on Deep G-Buffers. Michael Mara, Morgan McGuire, Derek Nowrouzezahrai, and David Luebke. NVIDIA Research Technical Report NVR-2014-001.

See also our earlier tech report on this approach.

CloudLight: A system for amortizing indirect lighting in real-time rendering . Cyril Crassin, David Luebke, Michael Mara, Morgan McGuire, Brent Oster, Peter Shirley, Peter-Pike Sloan, and Chris Wyman. NVIDIA Research Technical Report NVR-2013-001.



 
GLOD: A Minimal Interface for Geometric Level of Detail.  Jon Cohen, David Luebke, Nat Duca, Brenden Schubert, and Chris Niski.  Also available: an accompanying video.
GLOD: Level of Detail for the Masses. Jon Cohen, David Luebke, Nat Duca, and Brenden Schubert.  Johns Hopkins Computer Graphics Lab Technical Report JHU-CS-GL03-4 (May 2003).

This tech report has been largely superceded. See the above GLOD links for a more up-to-date introduction to GLOD.

A Multigrid Solver for Boundary Value Problems Using Graphics Hardware.  Nolan Goodnight, Gregory Lewin, David Luebke, and Kevin Skadron, University of Virginia Technical Report CS-2003-03 (January 2003).

Perceptually Driven Simplification of Lit, Textured Meshes.  David Luebke, Jonathan D. Cohen, Nathaniel Williams, Mike Kelley, and Brenden Schubert, University of Virginia Technical Report CS-2002-03 (2002).  

Submitted to IEEE Visualization 2002.

Also available: a very large (98 Mb) MPEG video.

Perceptually Driven Interactive Rendering.  Ben Hallen and David Luebke, University of Virginia Technical Report CS-2001-01 (2001).
Perceptually Driven Simplification Using Gaze-Directed Rendering. David Luebke, Ben Hallen, Dale Newfield, and Benjamin Watson, University of Virginia Technical Report CS-2000-04 (2000).

A 22 MB illustrative video (you'll need the DIVX codec).

Robust View-Dependent Simplification for Very Large-Scale CAD Visualization.  David Luebke, University of Virginia Technical Report CS-99-33 (1999).

My dissertation:

View-Dependent Simplification of Arbitrary Polygonal Environments. David Luebke. University of North Carolina Department of Computer Science Technical Report #TR98-029 (1998).

Available in postscript (68 Mb) or PDF (19 Mb). The figures are slightly more clear in the postscript version.

Other technical reports:

Patents

As of April 2021, I have filed approximately 78 US patent applications (122 including international filings) since July 2006, of which 41 have issued:

US Patent 10,948,985 Retina space display stabilization and a foveated display for augmented reality
US Patent 10,922,876 Saccadic redirection for virtual reality locomotion
US Patent 10,838,492 Gaze tracking system for use in head mounted displays
US Patent 10,838,459 Hybrid optics for near-eye displays
US Patent 10,713,838 Image illumination rendering system and method
US Patent 10,699,383 Computational blur for varifocal displays
US Patent 10,664,049 Systems and methods for gaze tracking
US Patent RE47,984 Near-eye optical deconvolution displays
US Patent 10,642,311 Hybrid optics for near-eye displays
US Patent 10,636,336 Mixed primary display with spatially modulated backlight
US Patent 10,573,071 Path planning for virtual reality locomotion
US Patent 10,573,061 Saccadic redirection for virtual reality locomotion
US Patent 10,573,058 Stable ray tracing
US Patent 10,438,400 Perceptually-based foveated rendering using a contrast-enhancing filter
US Patent 10,401,623 Holographic reflective slim virtual/augmented reality display system and method
US Patent 10,395,624 Adjusting an angular sampling rate during rendering utilizing gaze information
US Patent 10,395,432 Near-eye parallax barrier displays
US Patent 10,388,059 Stable ray tracing
US Patent 10,317,678 Catadioptric on-axis virtual/augmented reality glasses system and method
US Patent 10,151,924 Holographic reflective slim virtual/augmented reality display system and method
US Patent 10,121,276 Infinite resolution textures
US Patent 10,008,043 Near-eye parallax barrier displays
US Patent 10,008,034 System, method, and computer program product for computing indirect lighting in a cloud network
US Patent 9,940,901 See-through optical image processing
US Patent 9,934,714 Superresolution display using cascaded panels
US Patent 9,892,669 Superresolution display using cascaded panels
US Patent 9,880,325 Hybrid optics for near-eye displays
US Patent 9,841,537 Near-eye microlens array displays
US Patent 9,594,247 System, method, and computer program product for a pinlight see- through near-eye display
US Patent 9,582,922 System, method, and computer program product to produce images for a near-eye light field display
US Patent 9,582,075 Gaze-tracking eye illumination from display
US Patent 9,576,340 Render-assisted compression for remote graphics
US Patent 9,557,565 Near-eye optical deconvolution displays
US Patent 9,547,931 System, method, and computer program product for pre-filtered anti- aliasing with deferred shading
US Patent 9,519,144 System, method, and computer program product to produce images for a near-eye light field display having a defect
US Patent 9,494,797 Near-eye parallax barrier displays
US Patent 9,437,039 Method and system for graphics rendering employing gradient domain metropolis light transport
US Patent 9,305,392 Fine-grained parallel traversal for ray tracing
US Patent 9,305,324 System, method, and computer program product for tiled deferred shading
US Patent 9,111,393 System, method, and computer program product for sampling a hierarchical depth map
US Patent 8,947,432 Accelerated rendering with temporally interleaved details Accelerated 6,574,360 Occlusion Culling Using Directional Discretized Occluders and System Therefor.

Honors & Awards

IEEE VR Technical Achievement Award (2021), "for research and leadership at the intersection of rendering algorithms, display technology, and human perception."

Fellow of the IEEE (2016), "for contributions to GPU computing and computer graphics."

NVIDIA Distinguished Inventor (2008).

SIGGRAPH 2010 OptiX paper selected for CACM Research Highlights (2012).

Best Paper Award, ACM SIGGRAPH Symposium on Interactive 3D Graphics (2010)

Test of Time Award, ACM SIGGRAPH Symposium on Interactive 3D Graphics (2005)

National Science Foundation CAREER Award (2001-2006)

Department of Energy Early Career PI Award (2002-05)

UVA Teaching + Technology Initiative Fellowship (2001)

UVA University Teaching Fellowship (2000-01)

UVA ACM Undergraduate Teaching Award (1998-99)

Please see my CV for a complete list and explanations of my awards and honors.

Selected Professional Activities

General Chair:

  • High Performance Graphics 2016 (Dublin, Ireland)
  • High Performance Graphics 2009 (New Orleans, LA)
  • Symposium on Interactive Ray Tracing 2008 (Los Angeles, CA)
  • Graphics Hardware 2007 (San Diego, CA)
  • Graphics Hardware 2005 (Los Angeles, CA)

Papers Chair:

  • High Performance Graphics 2011 (Vancouver, Canada)
  • Graphics Hardware 2008 (Los Angeles, CA)
  • 2005 ACM SIGGRAPH Symposium on Interactive 3D Graphics & Games (Washington, DC).

Program Chair:

  • Graphics Hardware 2004 (Grenoble, France).

Please see my CV for a detailed list of my department, school, University, and community activities.

Background


Chemistry at
The Colorado College

Computer Science at
The University of North Carolina

The Walkthrough Project

My CV

Teaching

Spring 2006: Real-Time Rendering & Game Technology [S04] [F02]
Fall 2005: Introduction to Computer Science
Spring 2005:
Introduction to Computer Graphics [S03][S00][F99]
Fall 2004:
Computer Graphics for Film Production
Spring 2003: Computer Science Seminar [S03] [S02]
Spring 2003: Interactive Ray Tracing
Spring 2002: Introduction to Algorithms [S00]
Fall 2001: 3-D Animation and Special Effects
Spring 2001: Advanced Computer Graphics [S99]
Spring 2001: Modern Research in Computer Graphics [F98]

Assistant Professor of Computer Science
University of Virginia
Fall 1998 - Spring 2006

Fun


Ultimate


VR-Disc

 


[Publications] [Posters & Tech Sketches] [Exhibits] [Tech Reports] [Activities] [Background] [Teaching] [Fun] [CV]

I would particularly like to thank the Stanford Computer Graphics Laboratory for the use of many of the 3D models on this page .