Won-Jong Lee Email & Phone Number
@intel.com
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Who is Won-Jong Lee? Overview
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Won-Jong Lee is listed as Principal Graphics Hardware Architect at NVIDIA, a with 41500 employees, based in Santa Clara, California, United States. AeroLeads shows a work email signal at intel.com and a matched LinkedIn profile for Won-Jong Lee.
Won-Jong Lee previously worked as Principal GPU Architect at Amd and Committee Member at Siggraph, Siggraph Asia, Eurographics, Hpg. Won-Jong Lee holds Ph.D., Computer Science from Yonsei University.
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About Won-Jong Lee
I'm a Principal GPU Architect at AMD. My work mainly focuses on graphics hardware architecture / GPUs / ray tracing / real-time rendering. Before joining AMD, I had worked on various aspects of graphics algorithm/architecture, visualization, parallel rendering, and ray tracing hardware at Yonsei University, National Institute of Advanced Industrial Science and Technology (AIST, Tokyo), Samsung, and Intel.I have written +47 technical papers and +63 patent applications filed for my research periods as an author and co-author.Specialties: - Graphics architecture and hardware algorithm - Architecture modeling and exploration- Simulation framework (cycle accurate / trace-driven / functional )- Rendering acceleration, parallelization and load balancing- Advanced rendering algorithm (ray tracing, volume rendering, global illumination)
Listed skills include Algorithms, Opengl, Fpga, C++, and 27 others.
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Won-Jong Lee work experience
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Principal Gpu Architect
Committee Member
Served as a member of program/paper committees and a paper reviewer for various graphics journals and conferences such as ACM SIGGRAPH / SIGGRAPH Asia, EUROGRAPHICS, ACM/Eurographics High Performance Graphics, and ACM Transactions on Reconfigurable Technology and Systems.
Research Scientist
- Proactively conducting several graphics research including ray tracing, hardware architecture, and machine learning aiming at Intel’s future graphics solutions and GPUs with cross-functional collaborators.- Leading a research project regarding a new programming model for modern ray/path tracing, called Traversal Shader. Gave a talk in SIGGRAPH Asia 2019/2020.▪ Traversal Shader: developed the proof-of-concept model for a new shader stage in a modern ray tracing pipeline that enables instance-level programmability during traversal on acceleration structures.▪ MPLB (Multi-Pass Lazy Build of acceleration structures): developed a visibility-driven on-demand BVH-build algorithm for modern ray tracing, which builds BLASes (Bottom-Level Acceleration Structures) for only required dynamic geometry in run-time by leveraging traversal shaders.
Principal Engineer
Performed GPU architecture validation work in S-GPU project with several architects. Wrote architecture test plans and specifications for mobile GPU units including tessellators, vertex/hull/domain/geometry shaders, and some fixed-function hardware.
Principal Research Scientist, Team Lead
- Continued to lead a research team to realize real-time ray tracing on mobile computing platforms. Expanded research scopes and developed several use cases to make the IPs close to being productized. Planned and managed internal and collaboration projects.▪ Developed advanced rendering algorithms and GPU architectures (hybrid ray tracing and rasterizer, deferred shading, screen-space ray tracing, and filtering/reprojection for VR).▪ Implemented a low-power ray tracing hardware at functional and RTL level, called T&I units 2.5, providing energy efficiency 2 times better than previous hardware (T&I unit 2.0).▪ Developed a new hardware architecture for accelerating the build of BVH trees. - Supervised team members, mentored their R&D works, and encouraged publishing. Wrote various research papers and technical reports as an author and co-author.- Managed a collaboration project with a European university to develop a fast BVH tree build algorithm for dynamic ray tracing on mobile CPUs.- Reinforced ongoing relationships with business units and coordinated between the management team and internal clients.
Senior Research Scientist, Team Lead
- Built a research team from scratch. Recruited research scientists and engineers, set up multiple projects, defined roadmaps, created internal networks and established partnerships with leading research labs in academia through collaboration and multiple services of conference committees.- Starting with algorithm research in ray tracing, and expanded the scope of the team to broadly cover from low-level hardware architecture to high-level API ecosystem.- Led a team to successfully develop a ray tracing system called SGRT (Samsung GPU based on Ray Tracing) in two years. Coordinated several internal and external collaborators such as processor architecture groups, multimedia graphics lab, and universities.- Established relationships with SAMSUNG's several business units, resulting in multipledocumented IP transfers. - Communicated with leaders and engineers in multi-site organizations (Advanced Computing Lab, San Jose, and Samsung Research India, Bangalore) to discuss features of the next-generation GPUs and align with product roadmaps.- Managed several collaboration projects with academia: a heterogeneous ray tracing system and hardware accelerators, adaptive supersampling, and GPU-based global illumination.- Wrote and presented several technical papers on ray tracing hardware and software kernels at ACM High-Performance Graphics 2013, SIGGRAPH 2012/2013, SIGGRAPH Asia 2013/2014/2015.
Senior Research Scientist
- Conducted research in a GPU project called SRPG which is a new proof-of-concept architecture based on Samsung Reconfigurable Processors (SRP).▪ Customized a graphics API compatible OpenGL|ES 2.x and implemented shader kernels (graphics and compute) with stream programming models for data-parallel embedded DSP processors.▪ Conducted performance optimization/tuning by maximizing parallelism at task-/data-level (multi-core, S/W pipelining and own SIMD intrinsic).▪ Developed a load balancing scheme to schedule graphics shader kernels (vertex and pixel) and orchestrated fixed-function hardware in multi-core mobile GPUs based on SRPs.▪ Wrote and presented abstract papers (posters) of the SRPG architectures and task scheduling schemes at ACM High Performance Graphics 2011/2012.
Research Assistant
▪ Research on embedded system for next-generation intelligent devices 12/2004 –11/2005(supported by National IT Industry Promotion Agency, Korea) ▪ Next generation internet-based location intelligent computing 3/2003 – 2/2004(supported by Korea Research Foundation, Korea) - Responsible for adaptive rendering schemes for sort-last parallel volume rendering. ▪ Research on interactive 3D data visualization 9/2003 – 8/2004(supported by National IT Industry Promotion Agency, Korea) - Responsible for bandwidth effective volume rendering schemes on GPUs.▪ Designing parallel rendering accelerators for scalable displays 10/2001 – 9/2002(supported by Korea Research Foundation, Korea) - Responsible for bandwidth effective parallel rendering algorithms. ▪ Designing high-performance 3D graphics accelerators for realistic images 9/1999 – 8/2004(National Research Lab. Project supported by Ministry of Science and Technology, Korea) - Responsible for volume rendering and distributed parallel rendering algorithms.- Responsible for dedicated hardware simulators and OpenGL/GLSL applications for bump and displacement mapping. - Responsible for 3D graphics hardware pipeline simulators including geometry units, rasterizers, texture units, and raster operators
Lecturer
- CS Winter Special OpenGL Graphics Programming (Winter 2005)- DR001 C/C++ Programming (Summer 2005)- DR001 C/C++ Programming (Spring 2005)- UJ158 C++ Programming (Fall 2004)- SZ503 Computer System (Educational Graduated School, Spring 2003)- UJ158 C++ Programming (Summer 2002)- DR001 C/C++ Programming (Spring 2002)- DS008 Software Practice (Fall 2001)
Co-Op Engineer
▪ Designing next-generation low-power mobile 3D graphics hardware (3/2005 – 2/2006)(supported by SAMSUNG Advanced Institute of Technology, Korea) ▪ Designing high-performance 3D accelerator for next generation mobile phones (8/2003 – 7/2004) (supported by SAMSUNG Electronics Digital Media, Korea) ▪ Designing 3D graphics processor for mobile devices (4/2002 – 9/2003) (supported by SAMSUNG Electronics Telecommunication & Networks, Korea)
Visiting Researcher
- Worked on interactive visualization for large-scale & time-varying volume dataset on VG-cluster which is GPU cluster system equipped with image compositing hardware manufactured by Mitsubishi Precision, Co. Ltd. (with Dr. Shigeru Muraki)
Computer Programmer, Sergeant
Conducted a role of mainframe operator/programmer developing a database system dealing with supply resources and materials in the infantry during my mandatory military service in South Korea.
Colleagues at NVIDIA
Other employees you can reach at nvidia.com. View company contacts for 41500 employees →
Rupesh Kumar
Colleague at NvidiaGreater Seattle Area, United States
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Julien Veron Vialard
Colleague at NvidiaStanford, California, United States
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Shubham Agrawal
Colleague at NvidiaNew York, United States
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Natalie N.
Colleague at NvidiaSan Francisco Bay Area, United States
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Jas Sidhu
Colleague at NvidiaSanta Clara, California, United States
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Fae Ghodrat
Colleague at NvidiaCambridge, Massachusetts, United States
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Elijah Undefined
Colleague at NvidiaAlaska, United States
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Colleague at NvidiaHyderabad, Telangana, India
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Bo Heng Yu
Colleague at NvidiaHsinchu County, Taiwan, Province Of China
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Clay Berry
Colleague at NvidiaAustin, Texas, United States
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Won-Jong Lee education
Ph.D., Computer Science
M.S, Computer Science
B.S, Computer Science & Engineering
Frequently asked questions about Won-Jong Lee
Quick answers generated from the profile data available on this page.
What company does Won-Jong Lee work for?
Won-Jong Lee works for NVIDIA.
What is Won-Jong Lee's role at NVIDIA?
Won-Jong Lee is listed as Principal Graphics Hardware Architect at NVIDIA.
What is Won-Jong Lee's email address?
AeroLeads has found 1 work email signal at @intel.com for Won-Jong Lee at NVIDIA.
Where is Won-Jong Lee based?
Won-Jong Lee is based in Santa Clara, California, United States while working with NVIDIA.
What companies has Won-Jong Lee worked for?
Won-Jong Lee has worked for Nvidia, Amd, Siggraph, Siggraph Asia, Eurographics, Hpg, Intel Corporation, and Samsung Electronics.
Who are Won-Jong Lee's colleagues at NVIDIA?
Won-Jong Lee's colleagues at NVIDIA include Rupesh Kumar, Julien Veron Vialard, Shubham Agrawal, Natalie N., and Jas Sidhu.
How can I contact Won-Jong Lee?
You can use AeroLeads to view verified contact signals for Won-Jong Lee at NVIDIA, including work email, phone, and LinkedIn data when available.
What schools did Won-Jong Lee attend?
Won-Jong Lee holds Ph.D., Computer Science from Yonsei University.
What skills is Won-Jong Lee known for?
Won-Jong Lee is listed with skills including Algorithms, Opengl, Fpga, C++, Computer Architecture, Embedded Systems, Parallel Computing, and Programming.
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