Yang, Lei  

Ph.D., HKUST 2011

Email:

Welcome to my homepage. I'm currently a Senior GPU Architect working for the Graphics Architecture group at NVIDIA Corporation. Before joining NVIDIA, I was a Senior (Graphics) Research Scientist at Bosch Research (Palo Alto, CA). I obtained my Ph.D. in 2011 from The Hong Kong University of Science and Technology (HKUST, Dept. CSE), advised by Prof. Pedro V. Sander. My thesis focuses on efficient image-space data reuse techniques for rendering and image processing. Previously I have also studied in Xidian University (2000-2004) and Tsinghua University (2004-2007), and have spent most of my early life in my hometown Xi'an, China. This website contains a somewhat up-to-date collection of my work, along with some other related information.

Research Interests
My main research areas and interests throughout my professional career.
  • Computer graphics and applications
  • 3D rendering techniques
  • GPU architecture
  • GPU rendering and optimization
  • Mobile graphics, Cloud-based graphics
  • Image processing
  • Lighting, shading and global illumination
  • Sampling, filtering and antialiasing
  • Geovisualization

Publications
Peer-reviewed journal/conference publications on real-time computer graphics.
  • Procedural Window Lighting Effects for Real-Time City Rendering.

    Jennifer Chandler, Lei Yang and Liu Ren.
    ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games (I3D) 2015.
  • Depth-Presorted Triangle Lists.

    Ge Chen, Pedro V. Sander, Diego Nehab, Lei Yang and Liang Hu.
    ACM Transactions on Graphics, Volume 31, Issue 6 (Proceedings of SIGGRAPH Asia 2012).
    (Notable paper - ACM Computing Reviews 2012.)
  • Temporal Coherence Methods in Real-Time Rendering.

    Daniel Scherzer, Lei Yang, Oliver Mattausch, Diego Nehab, Pedro V. Sander, Michael Wimmer and Elmar Eisemann.
    Computer Graphics Forum, Volume 31, Issue 8
  • Per-pixel translational symmetry detection, optimization, and segmentation.

    Peng Zhao, Lei Yang, Honghui Zhang and Long Quan.
    IEEE Conference on Computer Vision and Pattern Recognition (CVPR) 2012
  • Image-Based Bidirectional Scene Reprojection.

    Lei Yang, Yu-Chiu Tse, Pedro V. Sander, Jason Lawrence, Diego Nehab, Hugues Hoppe and Clara L. Wilkins.
    ACM Transactions on Graphics, Volume 30, Issue 6 (Proceedings of SIGGRAPH Asia 2011).
  • Antialiasing Recovery.

    Lei Yang, Pedro V. Sander, Jason Lawrence and Hugues Hoppe.
    ACM Transactions on Graphics, Volume 30, Issue 3 (Presented at SIGGRAPH 2011).
  • A Survey on Temporal Coherence Methods in Real-Time Rendering.

    Daniel Scherzer, Lei Yang, Oliver Mattausch, Diego Nehab, Pedro V. Sander, Michael Wimmer and Elmar Eisemann.
    Eurographics 2011, State of the Art Report.
  • Exploiting Temporal Coherence in Real-Time Rendering.

    Daniel Scherzer, Lei Yang, Oliver Mattausch.
    ACM SIGGRAPH Asia 2010 course.
  • Amortized Supersampling.

    Lei Yang, Diego Nehab, Pedro V. Sander, Pitchaya Sitthi-amorn, Jason Lawrence and Hugues Hoppe.
    ACM Transactions on Graphics, Volume 28, Issue 5 (Proceedings of SIGGRAPH Asia 2009).
  • Automated Reprojection-Based Pixel Shader Optimization.

    Pitchaya Sitthi-amorn, Jason Lawrence, Lei Yang, Pedro V. Sander, Diego Nehab and Jiahe Xi.
    ACM Transactions on Graphics, Volume 27, Issue 5 (Proceedings of SIGGRAPH Asia 2008).
  • Geometry-Aware Framebuffer Level of Detail.

    Lei Yang, Pedro V. Sander and Jason Lawrence.
    Computer Graphics Forum. Volume 27, Number 4 (Proceedings of Eurographics Symposium on Rendering 2008).
  • An Improved Shading Cache for Modern GPUs.

    Pitchaya Sitthi-amorn, Jason Lawrence, Lei Yang, Pedro V. Sander and Diego Nehab.
    ACM SIGGRAPH/Eurographics Symposium on Graphics Hardware 2008.
  • A Torus Patch Approximation Approach for Point Projection on Surfaces.

    Xiao-Ming Liu, Lei Yang, Jun-Hai Yong, He-Jin Gu and Jia-Guang Sun.
    Computer Aided Geometric Design. Volume 26, Issue 5.

Experience
My work experience in the computer graphics industry.
  • GPU Graphics Architecture Group - NVIDIA Corporation.

    Senior GPU Architect, Jun. 2015 - Now, Santa Clara CA USA.

    Focus: Research and development of new graphics architectures and GPU-centric graphics features powering NVIDIA's next and future generations of GeForce and Quadro GPUs.

  • Bosch Research North America - Robert Bosch GmbH.

    Senior Research Scientist, Dec. 2011 - Jun. 2015, Palo Alto CA USA.

    Focus: Conduct research, development and technical scouting in the field of computer graphics, high performance rendering, mobile graphics and geovisualization.

  • Black Rock Studio - Disney interactive Studios.

    Research Intern, Jun. 2010 - Aug. 2010, Brighton UK.

    Focus: Design and implement an efficient filtering algorithm for generating high-quality motion blur effects in real-time. The prototype was implemented and tested on a commercial racing game with XBox 360.

  • Advanced Technology Labs - Adobe Systems Inc.

    Research Intern, Jun. 2009 - Sep. 2009, San Jose CA USA.

    Focus: Design and implement an algorithm for accelerating diffuse indirect illumination computations in ray-tracing by exploiting spatial coherence. The proposed algorithm significantly improves the convergence rate of a progressive render subsystem. A US patent was filed for the proposed method.

  • Tsinghua InfoTech Inc.

    Developer, Jun. 2005 - Jul. 2007, Beijing China.

    Focus: In a commercial 3D CAD system TiGems, maintain and improve the geometric intersection library, which contains several hundreds of intersection algorithms; structure and implement a new curve/surface modeling module in the system; design new UIs and features for basic modeling functionalities.


Academic Activities
My professional activities and services in academia.

Teaching
Courses that I have co-instructed or assisted in teaching.
  • SIGGRAPH 2012 Course: Advances in Real-Time Rendering in Games -- Accelerating Rendering Pipelines Using Bidirectional Iterative Reprojection. Aug 8, 2012 @ Los Angeles, USA (Co-instructor)
  • SIGGRAPH Asia 2010 Course: Exploiting Temporal Coherence in Real-Time Rendering. Dec 18, 2010 @ Seoul, South Korea (Co-instructor)
  • COMP541: Advanced Computer Graphics. Fall 2010 @ HKUST (TA-Tutor./Asgn.)
  • COMP104: Programming Fundam. and Method. Fall 2008 @ HKUST (TA-Tutor./Lab)
  • COMP171: Data Structures and Algorithms. Spring 2008 @ HKUST (TA-Tutor./Asgn.)
  • COMP104: Programming Fundam. and Method. Fall 2007 @ HKUST (TA-Tutor./Lab)
  • Design and Analysis of Algorithms. Fall 2006 @ Tsinghua (TA-Asgn.)

Courses Taken
Core courses taken during my postgraduate study.
  • COMP641M: GPU Computing. Spring 2008 @ HKUST
  • COMP651D: Feedback Control of Computing Systems. Fall 2007 @ HKUST
  • Advanced Topics in Computer Graphics. Spring 2005 @ Tsinghua
  • Advanced Numerical Algorithms and Applications. Spring 2005 @ Tsinghua
  • Computer Graphics. Fall 2004 @ Tsinghua
  • Computational and Combinatorial Geometry. Fall 2004 @ Tsinghua
  • Computer Vision. Fall 2004 @ Tsinghua
  • Principles of Artificial Intelligence. Fall 2004 @ Tsinghua
  • Combinatorics. Fall 2004 @ Tsinghua

Music Life
"Music is the art of thinking with sounds." -- Jules Combarieu

Western classical music always fascinates me. I love listening to and studying the masterpieces of almost all genres. Besides the heart-touching experiences, it is always fun and rewarding to make even a tiny discovery in a beautiful work. Towards deeper understanding, I still need to grab more systematic knowledge on harmonics, music form and other important music theories.

I have been learning to play the violin for more than 10 years. It is such a great instrument that I plan to spend my whole life to master the virtuosity. I had also been a member of Tsinghua University Symphony Orchestra (TUSO) from 2004 to 2007. During the period, we rehearsed more than 20 masterworks and gave many concerts inside and outside the university.