Senior Research Scientist at NVIDIA Toronto AI Lab. Manager of a subgroup focused on creative applications of AI and accelerating research. Opinions are my own.

Toronto
Kudos, Chenyue! Way to keep the artist in control.
My first author work with @nvidia is finally out! 🎨 Introducing GLOSS: a new workflow for artist-controlled texturing of fine-detailed 3D geometry. 🧑‍🎨 Our focus is texturing fine local geometry—especially organic details—and giving artists interactive control over texture selection and the filling process. #SIGGRAPHAsia2026 #Creatives #GenerativeAI #3D #AI #AIGC
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🦎 Did you know axolotls can regenerate complex body parts, including their brain? 🧠 Our new #AI model 𝗔𝘅𝗼𝗹𝗼𝘁𝗹𝟯𝗗 (#ECCV26) faithfully completes #3D objects from partial views and incomplete point clouds: research.nvidia.com/labs/sil… Kudos Anita! #MachineLearning #NVIDIA
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Want to stay rooted in reality 🌍, embrace the power of AI 🤖, and get fully interactive with cutting-edge research and 3D Gaussian Splat captures? 📸✨ Join us at SIGGRAPH: kaolin.readthedocs.io/en/lat…
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Finally, Gaussians with dynamic shadows! So proud to share:
🎉 Excited to introduce TRON, a relighting framework for 3D captures. 💡TRON pairs a neural renderer with 3D Gaussian reconstructions, achieving realistic quality, with 3D, material, & lighting control at interactive frame rates. arxiv.org/abs/2606.11314 research.nvidia.com/labs/sil…
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🚀 𝗖𝗼𝗱𝗲, 𝗺𝗼𝗱𝗲𝗹𝘀, 𝗱𝗮𝘁𝗮 𝗻𝗼𝘄 𝗮𝘃𝗮𝗶𝗹𝗮𝗯𝗹𝗲! Convert meshes, Gaussian Splats and more to 𝘀𝗶𝗺𝘂𝗹𝗮𝘁𝗶𝗼𝗻-𝗿𝗲𝗮𝗱𝘆 𝗮𝘀𝘀𝗲𝘁𝘀 with 𝗩𝗼𝗠𝗣 (ICLR2026) — the first feed-forward model to predict fine mechanical properties throughout 3D object volume. See👇
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Proud to share great work by @rishit_dagli 🎉
📢want to produce realistic dynamic 3d worlds (with >100 splats) my new NVIDIA internship project, VoMP, is the first feed forward approach to convert input surface geometry to volumetric sim-ready assets by assigning real world physics materials 🌐Project: research.nvidia.com/labs/sil… 📜Paper: arxiv.org/abs/2510.22975
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See your Gaussian Splats deform and collide under gravity! #NVIDIA Kaolin Library just released v0.18.0. github.com/NVIDIAGameWorks/k… Join us at #SIGGRAPH tomorrow Sunday, Aug 10, Room 121-122 for a hands-on lab showcasing this and an intro to NVIDIA Warp, used under the hood.
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Join us Tuesday night at #SIGGRAPH2025 Real-Time Live show to see interactive painting with Gaussian splat brushes, awesome work (and technical paper) by Karran Pandey presented by him and our inspiring collaborators at the @thenfb!
Come watch not one, but TWO demos real time live 👀 Experience a new way to engage in Gaussian Splatting and how RTX Mega Geometry redefines GPU rendering at #SIGGRAPH2025 👉 nvda.ws/3HeVqfQ
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Masha Shugrina retweeted
📢 GEN3C is now open-sourced, with code released under Apache 2.0 and model weights under the NVIDIA Open Model License! 🚀 Along with it, we're releasing a GUI tool that lets you specify your desired video trajectory in 3D — come play with it and generate your own! The released model is built on COSMOS-7B, bringing better visual quality, stronger generalization, and longer, more coherent video generation than SVD-based GEN3C. Heading to #CVPR2025? Stop by our poster — ExHall D, #65, Friday June 13, 2–4 p.m. PDT. Come say hi! 👋 Code: github.com/nv-tlabs/GEN3C Model: huggingface.co/nvidia/GEN3C-…
🚀Excited to introduce GEN3C #CVPR2025, a generative video model with an explicit 3D cache for precise camera control. 🎥It applies to multiple use cases, including single-view and sparse-view NVS🖼️ and challenging settings like monocular dynamic NVS and driving simulation🚗. Project page: research.nvidia.com/labs/tor…
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Masha Shugrina retweeted
🚀 We just open-sourced Cosmos DiffusionRenderer! This major upgrade brings significantly improved video de-lighting and re-lighting—powered by NVIDIA Cosmos and enhanced data curation. Released under Apache 2.0 and Open Model License. Try it out! 🔗 github.com/nv-tlabs/cosmos1-…
🚀 Introducing DiffusionRenderer, a neural rendering engine powered by video diffusion models. 🎥 Estimates high-quality geometry and materials from videos, synthesizes photorealistic light transport, enables relighting and material editing with realistic shadows and reflections
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Curious about 3D Gaussians, simulation, rendering and the latest from #NVIDIA? Come to the NVIDIA Kaolin Library live-coding session at #CVPR2025, powered by a cloud GPU reserved especially for you. Wed, Jun 11, 8-noon. Bring your laptop! tinyurl.com/nv-kaolin-cvpr25
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Masha Shugrina retweeted
🚀 Introducing DiffusionRenderer, a neural rendering engine powered by video diffusion models. 🎥 Estimates high-quality geometry and materials from videos, synthesizes photorealistic light transport, enables relighting and material editing with realistic shadows and reflections
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Masha Shugrina retweeted
⚡ Ray Tracing + 3D Gaussians = New Possibilities! Gaussian splatting is limited by rasterization—our #SIGGRAPHAsia2024 paper shows how to ray trace instead, enabling reflections, shadows, fisheye cameras, and more. The most important (and hardest!) part is making it fast. (1/N)
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Masha Shugrina retweeted
Come learn more about Kaolin and Simplicits by playing with interactive physics simulation in a Jupyter notebook tomorrow with @Caenorst and Anita Hu
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Today at #SIGGRAPH. Hands-on lab, 2:15pm, Room 709. Dive Into #3D #DeepLearning #AI, #PhysicsSimulation, and Interactive 3D Prototyping With #NVIDIA Kaolin Library linkedin.com/pulse/dive-3d-d…
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Join hands-on lab at #SIGGRAPH to learn how to simulate points, 3D gaussian splats, meshes in just a few lines of code and right in your Jupyter notebook. So proud of the Kaolin Library team! 💚 s2024.conference-program.org… Or try today: kaolin.readthedocs.io/en/lat…
✨Just announced: Representation agnostics physics simulation. ➡️ nvda.ws/3SuHUXZ This new framework is now available in the Kaolin Library. Simulate: ✅Gaussian Splats ✅Neural Radiance Fields ✅Signed Distance Functions and more…
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If you want to simulate any point sampled geometry in just a few lines of code, this method is available in Kaolin Library pre-release version. Kudos @vm2358 & team. Check out: github.com/NVIDIAGameWorks/k…
(1/n) Happy to share that our paper, "Simplicits: Mesh-Free, Geometry-Agnostic, Elastic Simulations" will be presented at #SIGGRAPH2024 research.nvidia.com/labs/tor…
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Masha Shugrina retweeted
(1/n) Happy to share that our paper, "Simplicits: Mesh-Free, Geometry-Agnostic, Elastic Simulations" will be presented at #SIGGRAPH2024 research.nvidia.com/labs/tor…
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Check out this convenience class for handling surface mesh tensor attributes. We hope it's useful and saves you at least some of the headache! #PyTorch #AI #deeplearning #3D
Exciting news for #PyTorch enthusiasts: Our NVIDIA Kaolin library introduces SurfaceMesh class to simplify managing mesh attributes including consistency, auto-compute normals, & streamline indexing. 👀 See the video tutorial from #NVIDIAResearch ➡️ nvda.ws/4aRCi1D
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