Portrait of Brian Guenter

Brian Guenter

Group Manager, Principal Researcher

About

Brian Guenter is the group manager and a principal researcher in the Graphics Group of Microsoft Research at Microsoft.

Projects

Neural Network Languages

Established: January 1, 2013

The goals of this project are to develop a neural network language that: is easy to use and understand can be compiled to very efficient code allows derivatives of any order makes it easy for the end user to keep track of complex tensor expressions In particular, the derivatives of matrix expressions in deep neural networks result in complex tensor expressions. These can be difficult for the average programmer to understand and manipulate and also…

Foveated 3D Display

Established: September 20, 2012

We exploit the falloff of visual acuity away from the gaze direction in the human visual system for dynamic 3D rendering. Through user studies, we have honed our system parameters and demonstrated the effectiveness of the system. We have also shown the system to bring significant performance increases, or equivalent reductions in hardware and power requirements, in typical 3D rendering applications on existing hardware. Finally, the method is easily integrated into existing 3D applications.

Lens Fitting for Correction of Lens Aberrations

Established: January 1, 2012

All lenses have optical aberrations which reduce image sharpness. These aberrations can be reduced by deconvolving an image using the lens point spread function (PSF). However, fully measuring a PSF is laborious. Alternatively, one can simulate the PSF if the lens model is known. However, due to manufacturing tolerances lenses differ subtly from their models, so often a simulated PSF is a poor match to measured data. We present an algorithm that uses a PSF…

Symbolic Differentiation an HLSL Language Feature

Established: January 1, 2011

Derivatives arise frequently in graphics applications. To meet this need we have added symbolic differentiation as a built-in language feature in the HLSL shading language, available in the June 2010 DirectX SDK release (a much-improved version is in the Windows 8 SDK preview). The symbolic derivative is computed at compile time so it is available in all types of shaders (geometry, pixel, vertex, etc.). The algorithm for computing the symbolic derivative is simple and has…

Linear Programming for Optimal Power Control of Data Center Computers

Established: January 1, 2011

In a modern data center the cost of power, for computers and air conditioning, can be more than the cost of the computer hardware. Modern computers have a variety of power states with different power vs. response time tradeoffs: off, sleep, hibernate, etc. With thousands of computers in a typical data center it is challenging to determine what power state each computer should be in at any moment in order to minimize power while maximizing…

D* Symbolic Differentiation Code and Geometric Modeling and Dynamics Examples

Established: January 1, 2009

The download includes the D* executable and full source code for the following: basic D* programming examples, Lagrangian dynamics, and a basic interactive geometric modeling tool. This is unsupported code but if you find bugs or have feature requests send an email to dstarfeedback@live.com. There is a book that describes the dynamics algorithms, as well as simple procedural modeling techniques. You will probably want the book if you are downloading the code, since it has more…

Symbolic Differentiation

Established: January 1, 2007

D* generates symbolic derivatives which can be thousands of times faster than those generated by Mathematica or automatic differentiation. Functions with densely interconnected expression graphs, which arise in applications such as dynamics, spacetime optimization (also known as the optimal control problem), and PRT, can be difficult to efficiently differentiate using existing symbolic or automatic differentiation techniques. The D* algorithm computes efficient symbolic derivatives for these functions by symbolically executing the expression graph at compile time…

Procedural Modeling

Established: January 1, 2005

Generative CSG models, while having the desirable characteristics of compactness and resolution independence, have never been used for real time rendering because no algorithms existed which could both maintain their compact representation and render them efficiently at run time. The key difficulty in doing this was finding a compact, exact representation of the implicit curve of intersection that arises from CSG operations. The primary contribution of this paper is a new algorithm for finding a…

Face Animation

Established: January 1, 2000

Video: Making Faces. An actress reads from a script designed to provide maximal phonetic coverage (we were planning to do automatic lip sync as a follow-on research project but never got around to it). Hence the funky monologue. Real-time, Photo-realistic, Physically Based Fine-scale Human Skin Structure Rendering A. Haro, B. Guenter, and I. Essa, Proceedings 12th Eurographics Workshop on Rendering, London, England, June 2001 Modeling and Rendering for Realistic Facial Animation Stephen R. Marschner, Brian Guenter, and…

Publications

2015

2014

An Introduction to Computational Networks and the Computational Network Toolkit

Dong Yu, Adam Eversole, Mike Seltzer, Kaisheng Yao, Oleksii Kuchaiev, Yu Zhang, Frank Seide, Zhiheng Huang, Brian Guenter, Huaming Wang, Jasha Droppo, Geoffrey Zweig, Chris Rossbach, Jie Gao, Andreas Stolcke, Jon Currey, Malcolm Slaney, Guoguo Chen, Amit Agarwal, Chris Basoglu, Marko Padmilac, Alexey Kamenev, Vladimir Ivanov, Scott Cypher, Hari Parthasarathi, Bhaskar Mitra, Baolin Peng, Xuedong Huang

October 1, 2014

Microsoft Research

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1993

Projects

Link description

Making Faces

Date

September 26, 1998

Speakers

Brian Guenter

Link description

Specializing Shaders

Date

August 1, 1995

Speakers

Brian Guenter

Affiliation

Microsoft Research

Link description

Deus ex Machina

Date

January 1, 1993

Affiliation

Microsoft Research

Downloads

Microsoft Image Processing Language

April 2016

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HMD Lens for Oculus Rift

July 2015

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Foveated 3D Graphics

September 2014

This download represents the source code supporting the 2012 SIGGRAPH paper, “Foveated 3D Graphics”, available at http://research.microsoft.com. Dependencies on any specific gaze tracker have been removed, and replaced by function stubs which track the mouse cursor. The stubs may be filled in with calls to any high speed low latency gaze tracker. In particular, the…

Size: 47 MB

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Examples of HLSL Symbolic-Differentiation Programs

July 2011

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Dynamics Simulation and Geometric Modeling Using D* Symbolic Differentiation

September 2009

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