me Matt
Pharr

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


: now :

I am currently a Senior Graphics Architect at Intel. Intel recently acquired Neoptica, a company that Craig Kolb and I started in the Fall of 2005. A great team of people came together at Neoptica; we are all extremely excited about future ahead at Intel. (The Neoptica technical whitepaper is still available.) We are actively looking for great candidates to join our team, working on some really interesting cutting-edge problems in graphics. Please contact me at the above e-mail address if this sounds interesting to you.

Slides from my keynote at the 2006 SIGGRAPH/Eurographics Graphics Hardware Workshop are now online.

: then :

All is not lost if you missed my talk The Quiet Revolution in Interactive Rendering at the Computer Systems Laboratory Colloquium at Stanford; it's available via webcast. Slides from this talk as well as a variant given at Pixar are also available in the talks section of this page. (Note that the Graphics Hardware slides are essentially a 2.0 version of this talk.)

I worked in the Software Architecture group at NVIDIA from 2002 to mid-2005, after NVIDIA acquired Exluna, my previous startup, which I started with a few other characters.

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.

During 2004, Greg Humphreys and I finished writing a textbook about rendering, Physically Based Rendering: From Theory to Implementation. 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.

After a five-year hiatus from academia, I successfully defended my dissertation and received my Ph.D. from Stanford. While at Stanford, my main research interest was 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. While I was at Stanford, Pat Hanrahan was my advisor. My undergraduate degree is from Yale.

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, http://www.realtimerendering.com/fgl/siggraph2000/index.htm

: 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 :