Aaron Lefohn
High-Quality Interactive Rendering
GPU Programming Abstractions
Interactive Simulation
Last updated 11/8/07
Note: I finished my Ph.D. in spring 2006, joined Matt Pharr and Craig Kolb's computer graphics startup, Neoptica, as a Principal Engineer, and am now a Senior Graphics Architect at Intel after Intel acquired Neoptica in October 2007.
My Ph.D. research focused on high-quality interactive rendering and programming abstractions for graphics processors. My simultaneous work at Pixar focused on applying GPUs to the film production pipeline for both interactive preview and accelerated final-frame rendering. My Ph.D. thesis attacks the problem through programming language fundamentals. The goal is to enable significantly more complex interactive rendering solutions by creating a more expressive GPU data structure abstraction. The resulting GPU template library, Glift, has so far made it possible to implement real-time versions of Octree Textures and Adaptive Shadow Maps. Once the data structures are in place, we've found that moving these algorithms into the real-time domain challenges many of the original algorithms' assumptions. The result is a research process that iterates between data structure and rendering algorithm innovation.
On this page, you'll also find the research path that has led me to my current pursuits. This past research includes interactive GPU-accelerated level-set segmentation (my masters work), high-quality volume rendering, and macro- and micro- scale fluid simulations (my other masters work). My Ph.D. advisor is Professor John Owens.
| Ph.D. Dissertation | |
![]() |
Glift: Generic Data Structures for Graphics Hardware Aaron E. Lefohn |
| High-Quality Interactive Rendering | |
![]() |
Programmable Graphics--The Future of Interactive Rendering Matt Pharr, Aaron Lefohn, Craig Kolb, Paul Lalonde, Tim Foley, Geoff Berry |
![]() |
Resolution-Matched Shadow Maps Aaron Lefohn, S. Sengupta, J. Owens |
![]() |
|
![]() |
|
|
|
Dynamic Adaptive Shadow Maps on Graphics Hardware A. Lefohn, S. Sengupta, J. Kniss, R. Strzodka, J. Owens |
|
|
Octree Textures on Graphics Hardware J. Kniss, A. Lefohn, R. Strzodka, S. Sengupta, J. Owens * Note : Please also see Sylvain Lefebvre's excellent work on GPU Octree Textures (performed simultaneously with ours). Sylvain implemented a more traditional tree structure than we did, but we both came to the same conclusion that a shallow-branching solution is ideal on current hardware. The works are complimentary and I highly encourage you to look at his solution alongside ours. |
![]() |
Lpics: A Hardware-Accelerated Relighting Engine for Computer Cinematography F. Pellacini, K. Vidimce, A. Lefohn, A. Mohr, M. Leone, J. Warren |
![]() |
|
![]() |
Star-Ray Interactive Ray Tracing Demo Software Developer |
| Physical Simulation | |
![]() |
Particle-Based Simulation of Fluids S. Premoze, T. Tasdizen, J. Bigler, A. E. Lefohn, R. T. Whitaker |
![]() |
An Improved Polarflex Water Model J. Jeon, A. E. Lefohn, G. A. Voth |
![]() |
A Multistate Empirical Valence Bond Approach to a Polarizable and Flexible Water Model A. E. Lefohn, M. Ovchinnikov, G. A. Voth |
![]() |
Polarflex: An MS-EVB Approach to a Polarizable and Flexible Water Model
A. E. Lefohn, M. Ovchinnikov, G. Voth |
![]() |
|
![]() |
A Comparison of the Molecular Dynamics and the Instantaneous Normal Modes of a Solvated Diatomic Molecule A. E. Lefohn, M. A. Leich, S. J. Schvaneveldt |