My name is Christoph Peters and this is my blog.
I am a research scientist at Intel. Previously, I have been a postdoc at the Karlsruhe Institute of Technology. I got my PhD from Reinhard Klein's group at the University of Bonn in 2017 where I also received my M.Sc. in 2013. My B.Sc. in mathematics is from the University of Cologne. In 2017, I have been a research intern at NVIDIA in Redmond, WA.
My research mostly revolves around high-performance rendering and novel mathematical methods enabling it. I have been fascinated by the theory of moments, ever since I introduced it to computer graphics with moment shadow mapping. Building on classic mathematics research, this work has led to state of the art solutions for transient imaging, soft shadows, order-independent transparency and spectral rendering, among other things. Recently, I have done a lot of work on importance sampling for real-time ray tracing.
I have been doing computer graphics for most of my life. In my early days, I created a free 3D engine as a hobbyist. It is completely outdated now and has never been very feature-rich but still found its share of users due to its high accessibility. It taught me the importance of robust techniques that work out of the box. In my work I always try to deliver that and I do it with higher mathematics because there is too much good but untapped material there. Its fusion with highly optimized GPU implementations is where things get interesting.
About the blog
Academic publications are not always an ideal channel to let graphics programmers know about new techniques. Practitioners want to know when a technique is applicable (and when not), what it costs and how it can be implemented. Scientific rigor in publications requires an emphasis on many additional aspects, which may hurt clarity. Besides, there is little opportunity to speak about minor improvements made after publication.
With this blog, I strive to make graphics research more accessible by providing additional information. It is about interesting works of others as well as my own work. Code is provided wherever that is appropriate. You can also obtain author's versions of my publications, supplemental materials, slide sets, videos and more.
The name of the blog is a bit of a pun. It may be read as “the theory of moments in computer graphics” and thus it refers to my work on moment shadow mapping and the like. At the same time, I want to share the moments that I have had in graphics research.
Disclaimer: This blog is a personal project. Opinions or views expressed here are those of the respective authors and are unrelated to the opinions or views of current or former employers or business associates. The authors and administrators of this blog do not take responsibility for the contents of directly or indirectly linked webpages.