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.
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
🦎 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
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…
🎉 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/2606.11314research.nvidia.com/labs/sil…
🚀 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👇
📢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
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.
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
📢 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…
🚀 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
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
🚀 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
⚡ 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)
✨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…
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…
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