Dan Gordon 0001

dblp:32/5151-1 · DBLP profile ↗
← Back
25ranked-venue papers
14as first author
0since 2021 · last 2014
0000-0001-5066-8592ORCID · verified

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

Graphics, computer vision, multimedia, augmented reality and games · 10 · 5 first-authorSystems, architecture and hardware · 7 · 4 first-authorTheory of computation · 6 · 5 first-authorApplied, interdisciplinary, general and emerging computing · 2Databases, data management, data science and information retrieval · 1 · 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 architecture, parallel and distributed computing, and storage systems
3 papers
Parallel and multicore computing · 33% Interconnection networks and networks-on-chip · 33% Reconfigurable computing and FPGAs · 32%
Computer graphics and multimedia
2 papers
Geometric modeling and processing · 51% Rendering · 49%
Theoretical computer science
1 paper
Graph algorithms and graph theory · 100%

Topics — the 14 heaviest of 14, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Parallel and multicore computing
array processor
0.232014
The Well-Connected Processor Array · IEEE Trans. Computers 2014
Efficient Embeddings of Binary Trees in VLSI Arrays · IEEE Trans. Computers 1987
Embedding Tree Stuctures in VLlSI Hexagonal Arrays · IEEE Trans. Computers 1984
Interconnection networks and networks-on-chip
graph embedding
0.212014
The Well-Connected Processor Array · IEEE Trans. Computers 2014
Reconfigurable computing and FPGAs › reconfigurable architecture
reconfigurable arrays
0.212014
The Well-Connected Processor Array · IEEE Trans. Computers 2014
Geometric modeling and processing › shape modeling
curve and surface modeling
0.112011
Corner cutting with trapezoidal augmentation for area-preserving smoothing of polygons and polylines · Comput. Aided Des. 2011
Graph algorithms and graph theory › graph algorithms
routing
0.112014
The Well-Connected Processor Array · IEEE Trans. Computers 2014
Rendering
parallel rendering
0.012002
The Floating Column Algorithm for Shaded, Parallel Display of Function Surfaces without Patches · IEEE Trans. Vis. Comput. Graph. 2002
Rendering
shaded display
0.012002
The Floating Column Algorithm for Shaded, Parallel Display of Function Surfaces without Patches · IEEE Trans. Vis. Comput. Graph. 2002
Rendering
surface rendering
0.012002
The Floating Column Algorithm for Shaded, Parallel Display of Function Surfaces without Patches · IEEE Trans. Vis. Comput. Graph. 2002
Rendering
antialiasing
0.012002
The Floating Column Algorithm for Shaded, Parallel Display of Function Surfaces without Patches · IEEE Trans. Vis. Comput. Graph. 2002
Integrated circuit design › VLSI design
VLSI array
0.021987
Efficient Embeddings of Binary Trees in VLSI Arrays · IEEE Trans. Computers 1987
Embedding Tree Stuctures in VLlSI Hexagonal Arrays · IEEE Trans. Computers 1984
Interconnection networks and networks-on-chip › graph embedding
binary tree embedding
0.011987
Efficient Embeddings of Binary Trees in VLSI Arrays · IEEE Trans. Computers 1987
Interconnection networks and networks-on-chip › graph embedding
tree embedding
0.011984
Embedding Tree Stuctures in VLlSI Hexagonal Arrays · IEEE Trans. Computers 1984
Electronic design automation
physical design
0.021987
Efficient Embeddings of Binary Trees in VLSI Arrays · IEEE Trans. Computers 1987
Embedding Tree Stuctures in VLlSI Hexagonal Arrays · IEEE Trans. Computers 1984
Electronic design automation › physical design
VLSI layout
0.011987
Efficient Embeddings of Binary Trees in VLSI Arrays · IEEE Trans. Computers 1987

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

lower bound analysis · 0.4FFT algorithm · 0.4trapezoidal augmentation · 0.1corner cutting · 0.1supersampling · 0.0normal interpolation · 0.0floating column algorithm · 0.0embedding scheme · 0.0mapping scheme · 0.0
YearPublicationVenuePosition
2014 The Well-Connected Processor Array
abstract
A new theoretical model for reconfigurable processor arrays is introduced. Most of the models considered in the literature are similar to the reconfigurable mesh (RMESH), in which each processing element (PE) is connected to its four neighbors by reconfigurable buses. In the new model, called the “well-connected processor array” (WECPAR), every PE is connected to each neighbor by k ≥ 1 point-to-point lines, and it also controls the switching between those lines. k is called the connectivity of the WECPAR. Any line entering the PE can either be connected to the PE itself, or it can be connected by the PE to another line, thus enabling complex switching configurations. This model is suitable for arrays in which the computation and memory areas of a PE are very much larger than a switch area. The concept of a burden placed on a PE by the lines connected to or passing through it is introduced. This is used to derive a lower bound of k=Ω(d3/2/e) on the connectivity required by a WECPAR to embed any graph of degree ≥ d with expansion e; for e = 1, this result is sharp. Various other issues are examined: graph embeddings, algorithms, broadcasting, routing, and self-simulation. A novel transportation-type routing method utilizes the connectivity for efficient routing. A sample algorithmic result is that an n-point FFT can be done in logarithmic time on a WECPAR of n PEs with a connectivity of √(n/2).
Dan Gordon 0001
IEEE Trans. Computers1
2011 Corner cutting with trapezoidal augmentation for area-preserving smoothing of polygons and polylines
Dan Gordon 0001
Comput. Aided Des.1
2010 Corner cutting and augmentation: An area-preserving method for smoothing polygons and polylines
Dan Gordon 0001
Comput. Aided Geom. Des.1
2010 CARP-CG: A robust and efficient parallel solver for linear systems, applied to strongly convection dominated PDEs
Dan Gordon 0001, Rachel Gordon
Parallel Comput.1
2009 VS: A surface-based system for topological analysis, quantization and visualization of voxel data
Itay Cohen 0002, Dan Gordon 0001
Medical Image Anal.2
2008 The BOXEL framework for 2.5D data with applications to virtual drivethroughs and ray tracing
Nir Goldschmidt, Dan Gordon 0001
Comput. Geom.2
2008 Efficient parallel implementation of iterative reconstruction algorithms for electron tomography
José-Jesús Fernández, Dan Gordon 0001, Rachel Gordon
J. Parallel Distributed Comput.2
2008 CGMN Revisited: Robust and Efficient Solution of Stiff Linear Systems Derived from Elliptic Partial Differential Equations
abstract
Given a linear system Ax = b , one can construct a related “normal equations” system AA T y = b, x = A T y . Björck and Elfving have shown that the SSOR algorithm, applied to the normal equations, can be accelerated by the conjugate gradient algorithm (CG). The resulting algorithm, called CGMN, is error-reducing and in theory it always converges even when the equation system is inconsistent and/or nonsquare. SSOR on the normal equations is equivalent to the Kaczmarz algorithm (KACZ), with a fixed relaxation parameter, run in a double (forward and backward) sweep on the original equations. CGMN was tested on nine well-known large and sparse linear systems obtained by central-difference discretization of elliptic convection-diffusion partial differential equations (PDEs). Eight of the PDEs were strongly convection-dominated, and these are known to produce very stiff systems with large off-diagonal elements. CGMN was compared with some of the foremost state-of-the art Krylov subspace methods: restarted GMRES, Bi-CGSTAB, and CGS. These methods were tested both with and without various preconditioners. CGMN converged in all the cases, while none of the preceding algorithm/preconditioner combinations achieved this level of robustness. Furthermore, on varying grid sizes, there was only a gradual increase in the number of iterations as the grid was refined. On the eight convection-dominated cases, the initial convergence rate of CGMN was better than all the other combinations of algorithms and preconditioners, and the residual decreased monotonically. The CGNR algorithm was also tested, and it was as robust as CGMN, but slower.
Dan Gordon 0001, Rachel Gordon
ACM Trans. Math. Softw.1
2002 The Floating Column Algorithm for Shaded, Parallel Display of Function Surfaces without Patches
abstract
The floating column algorithm is a new method for the shaded rendering of function surfaces. Derived from the monochromatic floating horizon algorithm, it uses the partial derivatives of the function to compute surface normals, thus enabling intensity or normal-interpolation shading. Current rendering methods require tiling the surface with patches, so higher-resolution patching is required for zoom-in views, interactive modification or time-varying surfaces. The new algorithm requires no patching and uses only constant space, so it can be implemented on graphics cards and hand-held devices. Each pixel column is displayed independently of the others, and this "independent column mode" makes the algorithm inherently parallel in the image space, so it is suitable for multiprocessor workstations and clusters and it is scalable in the resolution size. Furthermore, the sampling frequency of the surface can be controlled locally, matching local surface features, distance or artifact elimination requirements. Space-efficient super-sampling for anti-aliasing is also possible. The new algorithm, which allows orthogonal and perspective projections, produces pixel-wide strips which can be displayed in software or hardware. Various extensions are described, including shadows and texture mapping. These properties, together with the algorithm's parallelism, make it potentially useful for the real-time display of functionally-defined textured terrains and the animated display of time-varying surfaces.
Dan Gordon 0001
IEEE Trans. Vis. Comput. Graph.1
2001 CP3: Robust, Output-sensitive Display of Convex Polyhedra in Scanline Mode
abstract
A new technique is developed for displaying disjoint convex polyhedra. The method has the following properties: It is output‐sensitive, displays the objects in scanline mode, and it is naturally robust. There is no complex data structure uniting the different polyhedra, so dynamic insertions and deletions are simple. Its robustnes is based on a novel method of comparing depths by representative “axes” of objects instead of surfaces. The method is based on two extensions of the “critical‐points” method for polygon scan conversion: One extension allows the efficient display of planar graphs in scanline mode, and another extension is into the third dimension. Test runs indicate that it compares extremely favorably with other methods that operate in scanline mode, as well as with standard software and hardware techniques of medium‐level workstations.
Ella Barkan, Dan Gordon 0001
Comput. Graph. Forum2
2001 Component averaging: An efficient iterative parallel algorithm for large and sparse unstructured problems
Yair Censor, Dan Gordon 0001, Rachel Gordon
Parallel Comput.2
2001 BICAV: An Inherently Parallel Algorithm for Sparse Systems with Pixel-Dependent Weighting
abstract
Component averaging (CAV) was recently introduced by Censor, Gordon, and Gordon as a new iterative parallel technique suitable for large and sparse unstructured systems of linear equations. Based on earlier work of Byrne and Censor, it uses diagonal weighting matrices, with pixel-related weights determined by the sparsity of the system matrix. CAV is inherently parallel (similar to the very slowly converging Cimmino method) but its practical convergence on problems of image reconstruction from projections is similar to that of the algebraic reconstruction technique (ART). Parallel techniques are becoming more important for practical image reconstruction since they are relevant not only for supercomputers but also for the increasingly prevalent multiprocessor workstations. This paper reports on experimental results with a block-iterative version of component averraging (BICAV). When BICAV is optimized for block size and relaxation parameters, its very first iterates are far superior to those of and more or less on a par with ART. Similar to CAV, BICAV is also inherently parallel. The fast convergence is demonstrated on problems of image reconstruction from projections, using the SNARK93 image reconstruction software package. Detailed plots of various measures of convergence, and reconstructed images are presented.
Yair Censor, Dan Gordon 0001, Rachel Gordon
IEEE Trans. Medical Imaging2
1999 The scanline principle: efficient conversion of display algorithms into scanline mode
Ella Barkan, Dan Gordon 0001
Vis. Comput.2
1998 Adaptive Supersampling in Object Space Using Pyramidal Rays
abstract
We introduce a new approach to three important problems in ray tracing: antialiasing, distributed light sources, and fuzzy reflections of lights and other surfaces. For antialiasing, our approach combines the quality of supersampling with the advantages of adaptive supersampling. In adaptive supersampling, the decision to partition a ray is taken in image‐space, which means that small or thin objects may be missed entirely. This is particularly problematic in animation, where the intensity of such objects may appear to vary. Our approach is based on considering pyramidal rays (pyrays) formed by the viewpoint and the pixel. We test the proximity of a pyray to the boundary of an object, and if it is close (or marginal), the pyray splits into 4 sub‐pyrays; this continues recursively with each marginal sub‐pyray until the estimated change in pixel intensity is sufficiently small. The same idea also solves the problem of soft shadows from distributed light sources, which can be calculated to any required precision. Our approach also enables a method of defocusing reflected pyrays, thereby producing realistic fuzzy reflections of light sources and other objects. An interesting byproduct of our method is a substantial speedup over regular supersampling even when all pixels are supersampled. Our algorithm was implemented on polygonal and circular objects, and produced images comparable in quality to stochastic sampling, but with greatly reduced run times.
Jon D. Genetti, Dan Gordon 0001, G. Williams
Comput. Graph. Forum2
1995 Efficient Self-Simulation Algorithms for Reconfigurable Arrays
Yosi Ben-Asher, Dan Gordon 0001, Assaf Schuster
J. Parallel Distributed Comput.2
1993 Efficient Self Simulation Algorithms for Reconfigurable Arrays
Yosi Ben-Asher, Dan Gordon 0001, Assaf Schuster
ESA2
1989 Fast surface tracking in three-dimensional binary images
Dan Gordon 0001, Jayaram K. Udupa
Comput. Vis. Graph. Image Process.1
1987 A dynamic screen technique for shaded graphics display of slice-represented objects
R. Anthony Reynolds, Dan Gordon 0001, Lih-Shyang Chen
Comput. Vis. Graph. Image Process.2
1987 On the Computational Power of Totalistic Cellular Automata
Dan Gordon 0001
Math. Syst. Theory1
1987 Efficient Embeddings of Binary Trees in VLSI Arrays
abstract
We consider the problem of embedding a complete binary tree in squareor hexagonally-connected VLSI arrays Of processing elements (PE's). This problem can be solved in a radically different manner from current layout techniques which are aimed at laying out a given graph in the plane. The difference is due to the fact that a PE can be used both as a tree node and as a connecting element between distant nodes. New embedding schemes are presented in which (asymptotically) 100 percent of the PE's are utilized as tree nodes. This is a significant savings over known schemes, which achieve 50 percent utilization (the well-known H-tree) and 71 percent for some hexagonal schemes. These schemes also speed up signal propagation from the root to the leaves.
Dan Gordon 0001
IEEE Trans. Computers1
1986 Eliminating the Flag in Threaded Binary Search Trees
Dan Gordon 0001
Inf. Process. Lett.1
1985 Image space shading of 3-dimensional objects
Dan Gordon 0001, R. Anthony Reynolds
Comput. Vis. Graph. Image Process.1
1984 Embedding Tree Stuctures in VLlSI Hexagonal Arrays
abstract
Tree structures have been proposed for special-purpose and general-purpose multiprocessors due to their desirable property of logarithmic path from the root to any leaf element. Since only local communication among processors is needed in tree structures, they are well suited for the VLSI technology. Such an implementation requires an area-economical mapping of a tree on a plane. Novel mapping schemes for trees onto hexagonal arrays (or grids) and appropriate algorithms are proposed here and shown to be superior over known mappings on square arrays (or grids).
Dan Gordon 0001, Israel Koren, Gabriel M. Silberman
IEEE Trans. Computers1
1983 Computation of Recursive Functionals Using Minimal Initial Segments
Dan Gordon 0001, Eli Shamir 0001
Theor. Comput. Sci.1
1979 Complexity Classes of Provable Recursive Functions
Dan Gordon 0001
J. Comput. Syst. Sci.1