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Arsène Pérard-Gayot

dblp:189/1847 · DBLP profile ↗
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9ranked-venue papers
3as first author
2since 2021 · last 2024
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 5 · 2 first-author · 1 since 2021Systems, architecture and hardware · 2 · 1 since 2021Software engineering, systems software and programming languages · 2 · 1 first-author

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
2 papers
Rendering · 60% Image and video processing · 40%
Software engineering, system software, and programming languages
2 papers
Compilers and program optimization · 100%
Computer architecture, parallel and distributed computing, and storage systems
2 papers
Electronic design automation · 45% Reconfigurable computing and FPGAs · 45% GPUs and heterogeneous computing · 10%

Topics — the 9 heaviest of 10, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Rendering
ray tracing
0.812024
Temporal Coherence-Based Distributed Ray Tracing of Massive Scenes · IEEE Trans. Vis. Comput. Graph. 2024
Image and video processing › video processing
temporal consistency
0.812024
Temporal Coherence-Based Distributed Ray Tracing of Massive Scenes · IEEE Trans. Vis. Comput. Graph. 2024
Compilers and program optimization
partial evaluation
0.422019
AnyDSL: a partial evaluation framework for programming high-performance libraries · Proc. ACM Program. Lang. 2018
Rodent: generating renderers without writing a generator · ACM Trans. Graph. 2019
Electronic design automation
high-level synthesis
0.412020
AnyHLS: High-Level Synthesis With Partial Evaluation · IEEE Trans. Comput. Aided Des. Integr. Circuits Syst. 2020
Reconfigurable computing and FPGAs
partial evaluation
0.412020
AnyHLS: High-Level Synthesis With Partial Evaluation · IEEE Trans. Comput. Aided Des. Integr. Circuits Syst. 2020
Rendering
monte carlo rendering
0.412019
Rodent: generating renderers without writing a generator · ACM Trans. Graph. 2019
Compilers and program optimization › code generation › parallel code generation
accelerator code generation
0.312018
AnyDSL: a partial evaluation framework for programming high-performance libraries · Proc. ACM Program. Lang. 2018
Compilers and program optimization
code generation
0.312018
AnyDSL: a partial evaluation framework for programming high-performance libraries · Proc. ACM Program. Lang. 2018
GPUs and heterogeneous computing › CPU-GPU heterogeneous computing
CPU-GPU code generation
0.112018
AnyDSL: a partial evaluation framework for programming high-performance libraries · Proc. ACM Program. Lang. 2018

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

higher-order functions · 1.9partial evaluation · 1.2virtual portal structure · 0.8temporal coherence-based scheduling · 0.8online partial evaluation · 0.7CPS-style intermediate representation · 0.7domain-specific language · 0.4
YearPublicationVenuePosition
2024 Temporal Coherence-Based Distributed Ray Tracing of Massive Scenes
abstract
Distributed ray tracing algorithms are widely used when rendering massive scenes, where data utilization and load balancing are the keys to improving performance. One essential observation is that rays are temporally coherent, which indicates that temporal information can be used to improve computational efficiency. In this paper, we use temporal coherence to optimize the performance of distributed ray tracing. First, we propose a temporal coherence-based scheduling algorithm to guide the task/data assignment and scheduling. Then, we propose a virtual portal structure to predict the radiance of rays based on the previous frame, and send the rays with low radiance to a precomputed simplified model for further tracing, which can dramatically reduce the traversal complexity and the overhead of network data transmission. The approach was validated on scenes of sizes up to 355 GB. Our algorithm can achieve a speedup of up to 81% compared to previous algorithms, with a very small mean squared error.
Lu Wang 0007, Arsène Pérard-Gayot, Richard Membarth, Cuiyu Li, Chenglei Yang, Philipp Slusallek
IEEE Trans. Vis. Comput. Graph.3
2021 FLOWER: A comprehensive dataflow compiler for high-level synthesis
abstract
FPGAs have found their way into data centers as accelerator cards, making reconfigurable computing more accessible for high-performance applications. At the same time, new high-level synthesis compilers like Xilinx Vitis and runtime libraries such as XRT attract software programmers into the reconfigurable domain. While software programmers are familiar with task-level and data-parallel programming, FPGAs often require different types of parallelism. For example, data-driven parallelism is mandatory to obtain satisfactory hardware designs for pipelined dataflow architectures. However, software programmers are often not acquainted with dataflow architectures— resulting in poor hardware designs. In this work we present FLOWER, a comprehensive compiler infrastructure that provides automatic canonical transformations for high-level synthesis from a domain-specific library. This allows programmers to focus on algorithm implementations rather than low-level optimizations for dataflow architectures. We show that FLOWER allows to synthesize efficient implementations for high-performance streaming applications targeting System-on-Chip and FPGA accelerator cards, in the context of image processing and computer vision.
Puya Amiri, Arsène Pérard-Gayot, Richard Membarth, Philipp Slusallek, Roland Leißa, Sebastian Hack
FPT2
2020 AnyHLS: High-Level Synthesis With Partial Evaluation
abstract
Field programmable gate arrays (FPGAs) excel in low power and high throughput computations, but they are challenging to program. Traditionally, developers rely on hardware description languages, such as Verilog or VHDL to specify the hardware behavior at the register-transfer level. High-level synthesis (HLS) raises the level of abstraction but still requires FPGA design knowledge. Programmers usually write pragma-annotated C/C++ programs to define the hardware architecture of an application. However, each hardware vendor extends its own C dialect using its own vendor-specific set of pragmas. This prevents portability across different vendors. Furthermore, pragmas are not first-class citizens in the language. This makes it hard to use them in a modular way or design proper abstractions. In this article, we present AnyHLS, an approach to synthesize FPGA designs in a modular and abstract way. AnyHLS is able to raise the abstraction level of the existing HLS tools by resorting to programming language features such as types and higher order functions as follows. It relies on partial evaluation to specialize and to optimize the user application based on a library of abstractions. Then, vendor-specific HLS code is generated for Intel and Xilinx FPGAs. Portability is obtained by avoiding any vendor-specific pragmas at the source code. In order to validate achievable gains in productivity, a library for the domain of image processing is introduced as a case study, and its synthesis results are compared with several state-of-the-art domain-specific language (DSL) approaches for this domain.
M. Akif Özkan, Arsène Pérard-Gayot, Richard Membarth, Philipp Slusallek, Roland Leißa, Sebastian Hack, Jürgen Teich, Frank Hannig
IEEE Trans. Comput. Aided Des. Integr. Circuits Syst.2
2019 Rodent: generating renderers without writing a generator
abstract
Monte-Carlo Renderers must generate many color samples to produce a noise-free image, and for each of those, they must evaluate complex mathematical models representing the appearance of the objects in the scene. These models are usually in the form of shaders: Small programs that are executed during rendering in order to compute a value for the current sample. Renderers often compile and optimize shaders just before rendering, taking advantage of the knowledge of the scene. In principle, the entire renderer could benefit from a-priori code generation. For instance, scheduling can take advantage of the knowledge of the scene in order to maximize hardware usage. However, writing such a configurable renderer eventually means writing a compiler that translates a scene description into machine code. In this paper, we present a framework that allows generating entire renderers for CPUs and GPUs without having to write a dedicated compiler: First, we provide a rendering library in a functional/imperative language that elegantly abstracts the individual rendering concepts using higher-order functions. Second, we use partial evaluation to combine and specialize the individual components of a renderer according to a particular scene. Our results show that the renderers we generate outperform equivalent high-performance implementations written with state-of-the-art ray tracing libraries on the CPU and GPU.
Arsène Pérard-Gayot, Richard Membarth, Roland Leißa, Sebastian Hack, Philipp Slusallek
ACM Trans. Graph.1
2018 Efficient Caustic Rendering with Lightweight Photon Mapping
abstract
Abstract Robust and efficient rendering of complex lighting effects, such as caustics, remains a challenging task. While algorithms like vertex connection and merging can render such effects robustly, their significant overhead over a simple path tracer is not always justified and – as we show in this paper ‐ also not necessary. In current rendering solutions, caustics often require the user to enable a specialized algorithm, usually a photon mapper, and hand‐tune its parameters. But even with carefully chosen parameters, photon mapping may still trace many photons that the path tracer could sample well enough, or, even worse, that are not visible at all. Our goal is robust, yet lightweight, caustics rendering. To that end, we propose a technique to identify and focus computation on the photon paths that offer significant variance reduction over samples from a path tracer. We apply this technique in a rendering solution combining path tracing and photon mapping. The photon emission is automatically guided towards regions where the photons are useful, i.e., provide substantial variance reduction for the currently rendered image. Our method achieves better photon densities with fewer light paths (and thus photons) than emission guiding approaches based on visual importance. In addition, we automatically determine an appropriate number of photons for a given scene, and the algorithm gracefully degenerates to pure path tracing for scenes that do not benefit from photon mapping.
Pascal Grittmann, Arsène Pérard-Gayot, Philipp Slusallek, Jaroslav Krivánek
Comput. Graph. Forum2
2018 AnyDSL: a partial evaluation framework for programming high-performance libraries
abstract
This paper advocates programming high-performance code using partial evaluation. We present a clean-slate programming system with a simple, annotation-based, online partial evaluator that operates on a CPS-style intermediate representation. Our system exposes code generation for accelerators (vectorization/parallelization for CPUs and GPUs) via compiler-known higher-order functions that can be subjected to partial evaluation. This way, generic implementations can be instantiated with target-specific code at compile time. In our experimental evaluation we present three extensive case studies from image processing, ray tracing, and genome sequence alignment. We demonstrate that using partial evaluation, we obtain high-performance implementations for CPUs and GPUs from one language and one code base in a generic way. The performance of our codes is mostly within 10%, often closer to the performance of multi man-year, industry-grade, manually-optimized expert codes that are considered to be among the top contenders in their fields.
Roland Leißa, Klaas Boesche, Sebastian Hack, Arsène Pérard-Gayot, Richard Membarth, Philipp Slusallek, André Müller, Bertil Schmidt
Proc. ACM Program. Lang.4
2017 RaTrace: simple and efficient abstractions for BVH ray traversal algorithms
abstract
In order to achieve the highest possible performance, the ray traversal and intersection routines at the core of every high-performance ray tracer are usually hand-coded, heavily optimized, and implemented separately for each hardware platform—even though they share most of their algorithmic core. The results are implementations that heavily mix algorithmic aspects with hardware and implementation details, making the code non-portable and difficult to change and maintain.
Arsène Pérard-Gayot, Martin Weier, Richard Membarth, Philipp Slusallek, Roland Leißa, Sebastian Hack
GPCE1
2017 GPU Ray Tracing using Irregular Grids
abstract
We present a spatial index structure to accelerate ray tracing on GPUs. It is a flat, non-hierarchical spatial subdivision of the scene into axis aligned cells of varying size. In order to construct it, we first nest an octree into each cell of a uniform grid. We then apply two optimization passes to increase ray traversal performance: First, we reduce the expected cost for ray traversal by merging cells together. This adapts the structure to complex primitive distributions, solving the “teapot in a stadium” problem. Second, we decouple the cell boundaries used during traversal for rays entering and exiting a given cell. This allows us to extend the exiting boundaries over adjacent cells that are either empty or do not contain additional primitives. Now, exiting rays can skip empty space and avoid repeating intersection tests. Finally, we demonstrate that in addition to the fast ray traversal performance, the structure can be rebuilt efficiently in parallel, allowing for ray tracing dynamic scenes.
Arsène Pérard-Gayot, Javor Kalojanov, Philipp Slusallek
Comput. Graph. Forum1
2016 Foveated Real-Time Ray Tracing for Head-Mounted Displays
abstract
Abstract Head‐mounted displays with dense pixel arrays used for virtual reality applications require high frame rates and low latency rendering. This forms a challenging use case for any rendering approach. In addition to its ability of generating realistic images, ray tracing offers a number of distinct advantages, but has been held back mainly by its performance. In this paper, we present an approach that significantly improves image generation performance of ray tracing. This is done by combining foveated rendering based on eye tracking with reprojection rendering using previous frames in order to drastically reduce the number of new image samples per frame. To reproject samples a coarse geometry is reconstructed from a G‐Buffer. Possible errors introduced by this reprojection as well as parts that are critical to the perception are scheduled for resampling. Additionally, a coarse color buffer is used to provide an initial image, refined smoothly by more samples were needed. Evaluations and user tests show that our method achieves real‐time frame rates, while visual differences compared to fully rendered images are hardly perceivable. As a result, we can ray trace non‐trivial static scenes for the Oculus DK2 HMD at 1182 × 1464 per eye within the the VSync limits without perceived visual differences.
Martin Weier, Thorsten Roth, Ernst Kruijff, André Hinkenjann, Arsène Pérard-Gayot, Philipp Slusallek, Yongmin Li 0001
Comput. Graph. Forum5