Vice President of Graphics Research
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 (to appear).
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 (to appear).
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
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
|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
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).
|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.
Rendering of Human Skin. Eugene d'Eon, David Luebke, and Eric
Enderton. Eurographics Symposium on Rendering 2007, Grenoble, France
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
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).|
|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).|
|A GPU-Accelerated Render Cache. Tenghui Zhu, Rui Wang and David Luebke. Pacific Graphics 2005 (short paper), Macao, China (October 2005).|
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
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).|
|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).|
|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).|
|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).|
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 on Rendering (June 2001, London; published as Rendering Techniques 2001, Ed. Steven Gortler and Karol Myszkowski, Springer-Verlag, Vienna).|
Particles for Interactive Non-Photorealistic Rendering. Derek Cornish,
Andrea Rowan, and David Luebke, Proceedings
of Graphics Interface 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,
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.
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|
A Geometric Level of Detail System at the OpenGL API
Level. Jonathan Cohen, Nathaniel Duca, David Luebke, Brenden
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.
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,
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
Also available: a large (20 Mb) MPEG video for both 2002 sketches.
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.|
|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.|
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.|
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).|
Driven Simplification of Lit, Textured Meshes.
Jonathan D. Cohen, Nathaniel Williams, Mike Kelley, and Brenden
Schubert, University of Virginia Technical Report CS-2002-03
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).|
||Robust View-Dependent Simplification for Very Large-Scale CAD Visualization. David Luebke, University of Virginia Technical Report CS-99-33 (1999).|
View-Dependent Simplification of Arbitrary Polygonal Environments. David Luebke. University of North Carolina Department of Computer Science Technical Report #TR98-029 (1998).
Other technical reports:
Approximately 34 US patent applications filed since July 2006, including:
Systems and methods for voting among parallel threads.
United States Patent 8,200,947 (June 12, 2012).
Capture system and method equipped with at least one steerable
United States Patent 8,118,440 (February 21, 2012).
Display system and method equipped with at least one steerable
United States Patent 8,100,543 (January 24, 2012).
System, method, and computer program product for generating a
ray tracing data structure utilizing a parallel processor
United States Patent 8,072,460 (December 6, 2011).
Apparatus and method for approximating a convolution function
utilizing a sum of Gaussian functions.
United States Patent 8,064,726 (November 22, 2011).
Accelerated Occlusion Culling Using Directional Discretized
Occluders and System Therefor.
United States Patent 6,574,360 (June 3, 2003).
System and Method for Reducing Execution Divergence in Parallel
United States Patent Application 20100064291.
System, Method, and Computer Program Product for Performing a
Scan Operation on a Sequence of Single-Bit Values Using a Parallel
United States Patent Application 20090132878.
System, Method, And Computer Program Product For Generating A
Ray Tracing Data Structure Utilizing A Parallel Processor
United States Patent Applicaton 20090106530.
Image processing of an incoming light field using a spatial
United States Patent Application 20090097092.
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.
Please see my CV for a detailed list of my department, school, University, and community activities.
The Colorado College
Computer Science at
The University of North Carolina
The Walkthrough Project
Real-Time Rendering & Game Technology [S04]
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
I would particularly like to thank the Stanford Computer Graphics Laboratory for the use of many of the 3D models on this page .