
Publications
GPUDrive: Data-Driven, Multi-Agent Driving Simulation at 1 Million FPS
International Conference on Learning Representations (ICLR), 2025
High-Throughput Batch Rendering for Embodied AI
Proceedings of SIGGRAPH Asia 2024
Project Page | Paper | Code
Habitat Synthetic Scenes Dataset (HSSD):
An Analysis of 3D Scene Scale and Realism Tradeoffs for ObjectGoal Navigation
IEEE / CVF Conference on Computer Vision and Pattern Recognition (CVPR), 2024
Project Page | Paper | Dataset | Code
An Extensible, Data-Oriented Architecture for High-Performance, Many-World Simulation
Transactions on Graphics 2023 (Presented at SIGGRAPH 2023)
Path Tracing of Terabyte-Scale Scenes using Thousands of Cloud CPUs
Transactions on Graphics 2022 (Presented at SIGGRAPH 2022)
Megaverse: Simulating Embodied Agents at One Million Experiences per Second
International Conference on Machine Learning (ICML), 2021
Large Batch Simulation for Deep Reinforcement Learning
International Conference on Learning Representations (ICLR), 2021
Project Page | arXiv | Training & Simulator Source code | Renderer Source Code
Encoding, Fast and Slow: Low-Latency Video Processing Using Thousands of Tiny Threads
USENIX Symposium on Networked Systems Design and Implementation (NSDI), 2017
Projects
Teaching & Industry Experience
Research Associate at Treyarch / Activision Central Technology
Exploring game development applications of rapid agent training.
Research Intern in the Intelligent Systems Lab at Intel
Working on 3D simulation and rendering for reinforcement learning and robotics under Vladlen Koltun.
Head Course Assistant for CS348B: Image Synthesis Techniques
Developed new assignments and assisted students. Class taught by Pat Hanrahan and Matt Pharr.
Research Intern in the Real-Time Rendering group at NVIDIA Research
Worked with Marco Salvi on image supersampling techniques (DLSS) under Aaron Lefohn.
Research Intern in the Video Compression group at Mozilla Research
Improved performance of the AV1 rate-distortion optimizer under Tim Terriberry.