My research resides between the realms of computer graphics and computational optics. I currently work on physical light transport, which serves as a bridge between rendering and wave optics. I would like to realize a cohesive computational theory that enables the simulation of the wave-optical behaviour of light in complex, real-life scenes and environments.
My goal is to be able to simulate an entire virtual environment (``metaverse''), and the way this environment and objects in it would be sensed by our eyes, a camera, RADAR, or other imaging or non-imaging sensors, under rigorous wave optics. As a practical example, consider a self-driving car on the road. Accurate simulation of the car's sensors would allow us to generate data for testing, validation, and training, in a safe, virtual setting.
General research interests: ray and wave optics, light transport and rendering.
I am looking for PhD and MSc (thesis-track) students. See here.
I hold a computer science Ph.D. from the University of California, Santa Barbara. I was a recipient of the NVIDIA Ph.D. fellowship for 2022-2023. I received my M.Sc. degree in mathematics and computer science from Weizmann Institute of Science, Israel, under the supervision of Professor David Harel. My M.Sc research centred on efficient execution and distribution of formally-verifiable software paradigms. Previously, I was a rendering engineer working on CRYENGINE, a leading game- and rendering-engine, and HUNT Showdown, a successful AAA video game. In my free time, I go hiking to some of the farther reaches of our extraordinary planet and weightlift.
Peer-review conflicts (generated 26 Nov 2023):
Benedikt Bitterli, Eugene d'Eon, Ling-Qi Yan, Matt Pharr, Nandor Bokor, Nir Davidson, Ömer Eğecioğlu, Pradeep Sen, Ravi Ramamoorthi.