me Matt
Pharr

 matt at pharr dot org
 @mattpharr (twitter)


: about :

I joined Google [x] in March 2013. At Google, I'm working on a few projects in computational photography, including the burst-mode camera pipeline that shipped as HDR+ on the Nexus 5 and occasional hacking on Halide.

Greg Humphreys and I wrote a textbook on rendering, Physically Based Rendering: From Theory to Implementation. The book has been used as the primary textbook in more than seventy advanced rendering courses at over twenty universities. The accompanying software has been used in over seventy peer-reviewed research papers. Greg, Pat Hanrahan, and I were recently awarded an Academy Award by the Academy of Motion Picture Arts and Sciences for this work; this is the first book that has received this award.

I recently had a great time teaching the 2013 installment of cs348b, the graduate-level rendering course at Stanford. I was also fortunate to have the opportunity to teach the 2003 installment of cs348b. The excellent results from the rendering competition at the end of the course are online as well.

Before Google, I was a Principal Engineer at Intel, where I was responsible for the design and implementation of ispc, the Intel SPMD Program Compiler, now open-source and on github. Before attacking the problem of building compilers for better high-performance programming models for modern CPU architectures, I was the architecture lead of the Advanced Rendering Technology group, which is the group that grew out of Neoptica.

I was a founder and the CEO of Neoptica, which worked on new programming models for graphics on heterogeneous CPU+GPU computer systems. Neoptica was acquired by Intel in the Fall of 2007. I gave a keynote at ACM/Eurographics Graphics Hardware 2006 that got some attention; it outlined some of the context behind our goals at Neoptica.

Before Neoptica, I worked in the Software Architecture group at NVIDIA, co-founded Exluna (acquired by NVIDIA, February 2002), worked in Pixar's Rendering R&D group, and was a graduate student in the Stanford Graphics Lab, where I worked on rendering algorithms and systems, including both the theoretical foundations of rendering as well as software design and systems issues. My thesis was about a new theoretical framework for rendering centered on scattering rather than light transport as the basic abstraction. Pat Hanrahan was my advisor.

While at NVIDIA, I edited the book GPU Gems 2: Programming Techniques for High-Performance Graphics and General Purpose Computation. The first half of the book is comprised of twenty-four chapters about the state-of-the-art in interactive rendering, and the second half is devoted to general purpose computation on graphics processors (GPGPU)—the first book covering this topic.

Finally, one of my greatest accomplishments yet may well be my decisive victory in the first annual Fantasy Graphics League.

: images :

indoor-rendering ecosystem-rendering martini-glass-rendering depth-of-field-example texture-filtering-example abstractEcosys

: selected talks :

: output :

: books :

pbrtCover
gems2cover

: dissertation :

: papers :

: book chapters :

  • Adaptive Volumetric Shadow Maps, in GPU Pro 2, Marco Salvi, Kiril VidimĨe, Andrew Lauritzen, Aaron Lefohn, and Matt Pharr.
  • : notes / whitepapers :

    : movie credits :