Morgan McGuire
Adjunct Professor
Prof. McGuire studies systems for creating new experiences through computation in games, film, and virtual reality. The algorithms he published for visual effects are widely used in today's video games and his current research is on cloud graphics and augmented reality.
He is a coauthor of Computer Graphics: Principles and PRactice, The Graphics Codex, Creating Games, and chapters of several books in the GPU Gems, Ray Tracing Gems, ShaderX, and GPU Pro series. He's contributed to several industry products including Skylanders®, Call of Duty®, Marvel Ultimate Alliance®, and Titan Quest® series of video games series, the E Ink display used in the Amazon Kindle®, the PeakStream GPU computing architecture acquired by Google, and NVIDIA GPUs. He received his degrees from MIT and Brown University, and holds positions at NVIDIA Research, Williams College, McGill University, and the University of Waterloo.
BS (MIT), MEng (MIT), MS (Brown U), PhD (Brown U)
Computer Graphics
Sun, Patney, Wei, Shapira, Lu, Asente, Zhu, McGuire, Luebke, and Kaufman, Towards Virtual Reality Infinite Walking:
Dynamic Saccadic Redirection, ACM Transactions on Graphics, August 15, 2018 (http://casual-effects.com/research/Sun2018Saccade/index.html)
McGuire, Mara, Nowrouzezahrai, and Luebke, Real-Time Global Illumination using Precomputed Light Field Probes, ACM
SIGGRAPH Symposium on Interactive 3D Graphics and Games, February 25, 2017, 11 pages
(http://casual-effects.com/research/McGuire2017LightField/index.html)
Parker, Friedrich, Luebke, Morley, Bigler, Hoberock, McAllister, Robison, Dietrich, Humphreys, McGuire, and Stich, GPU
Ray Tracing, Communications of the ACM (March 2013), vol. 56, March, 2013 (http://casual-effects.com/research/Parker2013GPURayTracing/index.html)
Augmented reality processors, software, and optics.
Main research page: http://casual-effects.com/