Bio
I lead a product-oriented research team in AI for Experiences (AI4EX) at NVIDIA. Our research is centered around AI, computer graphics, and visual perception. My work has led to advances in deep learning for real-time graphics (co-developed DLSS 4, Project G-Assist, RTX HDR, RTX Dynamic Vibrance, and DLSS 1.0), perceptual metrics for image quality (FovVideoVDP), foveated rendering for VR, and redirected walking in VR.
Previously, I was a Principal Research Scientist at NVIDIA (2021–2023), a Research Scientist at Facebook Reality Labs (2019–2021), and a Research Scientist and later Senior Research Scientist in Real-Time Rendering at NVIDIA (2013–2019). I received my Ph.D. from UC Davis in 2013 and my B.Tech. from IIT Delhi in 2007.
I also track SIGGRAPH trends.
Publications & Presentations
2026
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Real-Time Neural Filtering for Perceptual Enhancement of Digital ExperiencesInvited Paper SID Symposium Digest of Technical Papers Paper Slides |
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SmoothDiffusion-VE: Real-time Generative Video Editing Using Adaptive Feature Cache IEEE/CVF Winter Conference on Applications of Computer Vision (WACV) Paper PDF |
2025
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Detection of artifacts in clean and corrupted video pairs is influenced by artifact type
and presentation modality Journal of Vision 25(9), VSS abstract 2256 JOV |
2023
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The Shortest Route Is Not Always the Fastest: Probability-Modeled Stereoscopic Eye Movement Completion Time in VR ACM Transactions on Graphics 42(6) (SIGGRAPH Asia) Project Preprint |
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Online Overexposed Pixels Hallucination in Videos with Adaptive Reference Frame Selection arXiv:2308.15462 arXiv |
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Power, Performance, and Image Quality Tradeoffs in Foveated Rendering IEEE Conference on Virtual Reality and 3D User Interfaces (VR) IEEE Preprint |
2022
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Modeling and Optimizing Human-in-the-Loop Visual Perception Using Immersive Displays: A ReviewInvited Paper SID Symposium Digest of Technical Papers SID Preprint |
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Image Features Influence Reaction Time: A Learned Probabilistic Perceptual Model for Saccade LatencyBest Paper Award SIGGRAPH Project Preprint Video |
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Learning to compress videos without computing motion Signal Processing: Image Communication ScienceDirect |
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FOVQA: Blind Foveated Video Quality Assessment IEEE Transactions on Image Processing 31, 4571–4584 IEEE Preprint |
2021
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FovVideoVDP: A Visible Difference Predictor for Wide Field-of-view Video SIGGRAPH Project Preprint Presentation Code |
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FovDots: Foveated rendering dataset Dataset |
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Subjective and Objective Quality Assessment of 2D and 3D Foveated Video Compression in Virtual Reality IEEE Transactions on Image Processing Dataset IEEE |
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A foveated video quality assessment model using space-variant natural scene statistics IEEE International Conference on Image Processing IEEE |
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Evaluating Foveated Video Quality Using Entropic Differencing Picture Coding Symposium IEEE |
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MOVI-Codec: Deep Video Compression without Motion Picture Coding Symposium IEEE |
2020
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Semi-Supervised StyleGAN for Disentanglement Learning ICML arXiv Slides Data |
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Neural Temporal Adaptive Sampling and Denoising Eurographics Project Preprint Video Recording |
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State of the Art in Perceptual VR Displays Book Chapter in Real VR – Immersive Digital Reality Springer |
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Redirected Walking in VR Book Chapter in Real VR – Immersive Digital Reality Springer |
2019
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Towards Deep Real-time Rendering for Mixed Reality Invited talk at Dagstuhl Seminar 19272 (Real VR - Importing the Real World into Immersive VR and Optimizing the Perceptual Experience of Head-Mounted Displays) DOI |
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Truly Next-Gen: Adding Deep Learning to Games & Graphics Talk at Game Developers Conference (GDC) 2019 Recording (GDC Vault) |
2018
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Towards Virtual Reality Infinite Walking: Dynamic Saccadic Redirection ACM Transactions on Graphics (SIGGRAPH) Project Preprint Fast Forward Video Two-minute Papers GTC Demo |
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Detecting Aliasing Artifacts in Image Sequences Using Deep Neural Networks High-Performance Graphics ACM Slides |
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Spoke-Darts for High-Dimensional Blue Noise Sampling ACM Transactions on Graphics Preprint Video Code |
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Applications of Vision Science to Virtual and Augmented Reality ACM SIGGRAPH 2018 Course Course Page |
2017
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Latency Requirements for Foveated Rendering in Virtual RealityBest Paper Award ACM Transactions on Applied Perception (Symposium on Applied Perception 2017) Project Preprint |
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Spatiotemporal Variance-Guided Filtering: Real-Time Reconstruction for Path-Traced Global IlluminationWolfgang Straßer Best Paper Award High-Performance Graphics 2017 Project Preprint Video |
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Varifocal Virtuality: A Novel Optical Layout for Near-Eye Display ACM SIGGRAPH 2017 Emerging Technologies ACM PDF |
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Applications of Visual Perception to Virtual Reality Rendering ACM SIGGRAPH 2017 Course Course Page |
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Perceptual Insights into Foveated Virtual Reality NVIDIA GTC 2017 Talk: Slides Recording SIGGRAPH 2017 Recap: Slides |
2016
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Towards Foveated Rendering for Gaze-Tracked Virtual Reality ACM Transactions on Graphics (SIGGRAPH Asia) Project Preprint Supplementary Material Slides Fast Forward |
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Perceptually-Based Foveated Virtual RealityLaval Virtual Award ACM SIGGRAPH 2016 Emerging Technologies Project Abstract Video |
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Filtering Distributions of Normals for Shading AntialiasingWolfgang Straßer Best Paper Award High-Performance Graphics, June 2016 Project Preprint Video |
2015
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Piko: A Framework for Authoring Programmable Graphics Pipelines ACM Transactions on Graphics (SIGGRAPH) ACM Preprint arXiv:1404.6293 Slides |
2014
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Exercises in High-Dimensional Sampling: Maximal Poisson-disk Sampling and k-d Darts Topological and Statistical Methods for Complex Data -- Tackling Large-Scale, High-Dimensional, and Multivariate Data Sets, June 2014 Springer |
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k-d Darts: Sampling by k-Dimensional Flat Searches ACM Transactions on Graphics ACM arXiv |
2013
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Programmable Graphics PipelinesZuhair A. Munir Award Honorable Mention Ph.D. Dissertation, University of California at Davis |
2012
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High-Quality Parallel Depth-of-Field Using Line Samples High-Performance Graphics, June 2012 ACM Slides |
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A Simple Algorithm for Maximal Poisson-Disk Sampling in High Dimensions Computer Graphics Forum ACM Preprint |
2011
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Efficient Adaptive Tiling for Programmable Rendering ACM Symposium on Interactive 3D Graphics and Games (I3D), Poster Abstract ACM |
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Efficient and Good Delaunay Meshes From Random Points Computer-Aided Design 43(11), 1506–1515 DOI |
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Efficient Maximal Poisson-Disk Sampling ACM Transactions on Graphics (SIGGRAPH) ACM Preprint |
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Isotropic Conforming Refinement of Quadrilateral and Hexahedral Meshes using Two-Refinement Templates International Journal for Numerical Methods in Engineering, 2011 DOI |
2010
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Fragment-Parallel Composite and Filter Computer Graphics Forum (EGSR 2010) DOI |
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Task Management for Irregular-Parallel Workloads on the GPU2019 HPG Test-of-Time Award High Performance Graphics 2010 ACM |
2009
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Real-Time Reyes: Analysis of a Programmable Rendering Pipeline November 2009: Talk at Crytek Conference, Frankfurt, Germany Slides |
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Parallel View-Dependent Tessellation of Catmull-Clark Subdivision Surfaces High Performance Graphics 2009 ACM Preprint |
2008
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Real-Time Reyes: Programmable Pipelines and Research Challenges Course-talk at SIGGRAPH Asia 2008, Singapore Slides |
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Real-Time Reyes-Style Adaptive Surface Subdivision ACM Transactions on Graphics (SIGGRAPH Asia): ACM Preprint Talk at UC Berkeley Graphics Lunch: Slides Talk at Microsoft Research: Slides |
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Texture Filter Memory - A Power-efficient and Scalable Texture Memory Architecture for Mobile Graphics Processors IEEE/ACM International Conference on Computer-Aided Design (ICCAD), November 2008 IEEE Xplore |
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Efficient computation of sum-products on GPUs through software-managed cache ACM International Conference on Supercomputing, June 2008 ACM Preprint |
















































