me Matt
Pharr

 matt at pharr dot org (personal)
 matt dot pharr at intel dot com (work)


: about :

I am the architecture lead in the Advanced Rendering Technology group at Intel, where I am fortunate to have the opportunity to be part of an amazing team working on some very interesting problems in interactive rendering.

Previously, I co-founded Neoptica, which worked on 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 Graphics Hardware 2006 that got some attention; it outlined some of the context behind our goals at Neoptica.

Before Neoptica, I was 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 had the opportunity to edit 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.

Along the way, I also wrote a big textbook about rendering, Physically Based Rendering: From Theory to Implementation with Greg Humphreys. A sample chapter (on sampling and reconstruction) is available from the book's website. So far, the book has been used in advanced rendering courses at more than ten universities. A second edition of the book will be released in July of this year.

In spring of 2003, I was fortunate to have the opportunity to teach cs348b, the image synthesis class at Stanford. The excellent results from the rendering competition at the end of the course are online as well.

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

: pieces of software :

: output :

: books :

pbrtCover
gems2cover

: dissertation :

: papers :

: book chapters :

: notes / whitepapers :

: movie credits :

: selected talks :