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Karl E. Hillesland

dblp:05/1983 · also Karl Hillesland · DBLP profile ↗
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7ranked-venue papers
3as first author
0since 2021 · last 2015
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 6 · 3 first-authorHuman-computer interaction and ubiquitous computing · 4 · 2 first-authorDatabases, data management, data science and information retrieval · 1

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Computer graphics and multimedia
4 papers
Rendering · 91% Computational photography and imaging · 9%
Computer architecture, parallel and distributed computing, and storage systems
3 papers
GPUs and heterogeneous computing · 100%

Topics — the 7 heaviest of 9, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Rendering › graphics standards
OpenGL
0.112012
OpenGL: the DirectX perspective · SIGGRAPH Asia Courses 2012
GPUs and heterogeneous computing
GPU computing
0.112012
Compute for graphics · SIGGRAPH Asia Courses 2012
GPUs and heterogeneous computing › GPU programming
GPU programming models
0.112012
Compute for graphics · SIGGRAPH Asia Courses 2012
Rendering
texture mapping
0.112011
A space-efficient and hardware-friendly implementation of Ptex · SIGGRAPH Asia Sketches 2011
Rendering › graphics pipeline
programmable graphics pipeline
0.012012
Compute for graphics · SIGGRAPH Asia Courses 2012
Computational photography and imaging
image-based modeling
0.012003
Nonlinear optimization framework for image-based modeling on programmable graphics hardware · ACM Trans. Graph. 2003
GPUs and heterogeneous computing
graphics hardware
0.012011
A space-efficient and hardware-friendly implementation of Ptex · SIGGRAPH Asia Sketches 2011

Methods — techniques the papers use, named apart from their topics

directcompute · 0.3OpenCL · 0.3CUDA · 0.3multithreading · 0.1nonlinear optimization · 0.1lafortune model · 0.1data streaming · 0.1
YearPublicationVenuePosition
2015 Simulation and rendering for millions of grass blades
abstract
We provide detailed simulated response for individual blades of grass in fields of millions of blades. The field is divided into tiles whose blade data are instanced from a small patch of blades on the GPU to limit memory and bandwidth requirements. We only instantiate simulation state and compute simulation for tiles interacting with objects. The simulation does not stop immediately when objects leave the tile but with a smooth transition to the original GPU-instanced state. Grass motion is solved with collision, length, bending and twisting constraints. Global animation from wind is still handled through conventional, procedural methods in the vertex shader. Our method is also compatible with a rendering level-of-detail (LOD) system. With 128 objects moving in a field with over a million blades of grass, the frame rate is less than 20 ms, with only a few milliseconds of that time for simulation.
Zengzhi Fan, Karl E. Hillesland
I3D3
2015 Velocity-based modeling of physical interactions in dense crowds
Sujeong Kim, Stephen J. Guy, Karl E. Hillesland, Basim Zafar, Adnan Abdul-Aziz Gutub, Dinesh Manocha
Vis. Comput.3
2012 Compute for graphics
abstract
Modern GPUs support more flexible programming models through systems such as DirectCompute, OpenCL, and CUDA. Although much has been made of GPGPU programming, this course focuses on the application of compute on GPUs for graphics in particular. We will start with a brief overview of the underlying GPU architectures for compute. We will then discuss how the languages are constructed to help take advantage of these architectures and what the differences are. Since this the focus is on application to graphics, we will discuss interoperability with graphics APIs and performance implications. We will also address issues related to choosing between compute and other programmable graphics stages such as pixel or fragment shaders, as well as how to interact with these other graphics pipeline stages. Finally, we will discuss instances where compute has been used specifically for graphics. The attendee will leave the course with a basic understanding of where they can make use of compute to accelerate or extend graphics applications.
Karl E. Hillesland
SIGGRAPH Asia Courses1
2012 OpenGL: the DirectX perspective
abstract
OpenGL 4.2 and DirectX 11.1 are roughly at parity in terms of feature level support. However, game developers and many researchers are far more familiar with what's available in DirectX, and still think of OpenGL in terms of version 1 or 2, or OpenGL ES. However, they have the background, often including DirectX 11, to quickly learn what OpenGL has to offer in terms of a new API perspective. This course is designed to exploit this knowledge to quickly move into topics such as new hardware features exposed by OpenGL, and how OpenGL can be used in a high-performance renderer. We will show how difficiencies in older versions of OpenGL have been addressed, such as lack of shader binary support and efficient buffer management, and address topics high performance topics such as multithreading. We will look in some detail at the differences in OpenGL and DirectX that expose opportunities not available in DirectX.
Karl E. Hillesland
SIGGRAPH Asia Courses1
2011 A space-efficient and hardware-friendly implementation of Ptex
abstract
We introduce a method to pack Ptex per-face texture data that is both space-efficient and hardware-friendly. Recently presented real-time implementations of Ptex have been wasteful with space and required a storage cost many times higher than the size of the original texture data. Our method packs multiple levels of Ptex data together, and requires only around 8% increase in storage for our test textures. Additionally, because of efficient data packing, our method wastes less space than a typical texture atlas, which requires buffer regions to be added between the separate charts within the texture.
Sujeong Kim, Karl E. Hillesland, Justin Hensley
SIGGRAPH Asia Sketches2
2003 Nonlinear optimization framework for image-based modeling on programmable graphics hardware
abstract
Graphics hardware is undergoing a change from fixed-function pipelines to more programmable organizations that resemble general purpose stream processors. In this paper, we show that certain general algorithms, not normally associated with computer graphics, can be mapped to such designs. Specifically, we cast nonlinear optimization as a data streaming process that is well matched to modern graphics processors. Our framework is particularly well suited for solving image-based modeling problems since it can be used to represent a large and diverse class of these problems using a common formulation. We successfully apply this approach to two distinct image-based modeling problems: light field mapping approximation and fitting the Lafortune model to spatial bidirectional reflectance distribution functions. Comparing the performance of the graphics hardware implementation to a CPU implementation, we show more than 5-fold improvement.
Karl E. Hillesland, Sergey Molinov, Radek Grzeszczuk
ACM Trans. Graph.1
2001 Architecture and design of a hardware accelerator for efficient 3D object recognition using the LC method
Donald L. Hung, Karl E. Hillesland, Jun Wang 0002
Inf. Sci.2