Dr. Anton Kaplanyan has joined Intel as Vice President of Graphics Research of Intel’s AXG Group. Dr. Anton Kaplanyan played an important role in NVIDIA’s RTX and DLSS developments, and will likely be a key part of Intel’s own super sampling solution. This rings especially true when one considers his July 2020 paper on Neural Supersampling, which does pave the way for related contributions to Intel.
Anton Kaplanyan invented the one-sample-per-pixel denoising approach used by NVIDIA in its DLSS implementation and was among the first to integrate neural networks and graphics technologies. His previous work includes a stint at game developer Crytek (who have had one of the most impressive game engines on their hands at one point in time in the form of CryEngine); co-founded Lightrig, a company specializing in digital illumination and control; and then followed up with his undertaking of RTX and DLSS on Nvidia. He finally settled with Facebook, directly working with the company’s VR division in developing virtual reality graphics technologies.
As Dr. Anton Kaplaynian puts it on Intel’s blog, ‘I think we are at the edge of a new era in graphics—an era where visual computing will become more distributed, more heterogeneous, more power-efficient, more accessible, and more intelligent. I see a strong trend to higher quality and quantity of visuals that is demanded by high-quality content creation and sharing, immersive remote communication, photorealistic games and movies, and high-resolution head-mounted displays, as well as photoreal simulation for more intelligent autonomous robots and vehicles.
I also think we have powerful new tools to meet these demands. Recent advances in neural graphics, ray tracing, cloud computing, perceptual and differentiable rendering, materials and lighting, appearance modeling, as well as in commoditized content creation require a transformation of the current graphics platform. This gives us an opportunity to not only completely reinvent how we co-design graphics hardware and software with these technologies in the driver’s seat, but also to look at a larger picture of a potentially novel graphics ecosystem that can include heterogenous distributed systems and multi-level compute for movie-quality visuals on a wide range of consumer devices. I believe these new demands and technologies make graphics one of the most exciting fields to be in.’