Demo Data from VLDB 2026 / reviewers in the wild / expert
Jae-Ho Nah
dblp:40/10570
· DBLP profile ↗
19ranked-venue papers
10as first author
6since 2021 · last 2026
0000-0001-7805-5333ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 16 · 10 first-author · 4 since 2021Human-computer interaction and ubiquitous computing · 3 · 2 first-author · 1 since 2021Artificial intelligence and machine learning · 1 · 1 since 2021Systems, architecture and hardware · 1Software engineering, systems software and programming languages · 1 · 1 since 2021
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
7 papers |
Audio and music processing · 44% Rendering · 38% Image and video coding · 14% | |
| Computer architecture, parallel and distributed computing, and storage systems
6 papers |
Hardware accelerators and domain-specific architectures · 37% GPUs and heterogeneous computing · 32% Memory systems · 16% |
Topics — the 15 heaviest of 16, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Audio and music processing › acoustic simulation
sound propagation |
0.7 | 1 | 2023 | An Architecture and Implementation of Real-Time Sound Propagation Hardware for Mobile Devices · SIGGRAPH Asia 2023 |
Audio and music processing
spatial audio |
0.7 | 1 | 2023 | An Architecture and Implementation of Real-Time Sound Propagation Hardware for Mobile Devices · SIGGRAPH Asia 2023 |
Hardware accelerators and domain-specific architectures › signal processing accelerator
audio processing accelerator |
0.7 | 1 | 2023 | An Architecture and Implementation of Real-Time Sound Propagation Hardware for Mobile Devices · SIGGRAPH Asia 2023 |
Rendering
ray tracing |
0.5 | 4 | 2014 | RayCore: A Ray-Tracing Hardware Architecture for Mobile Devices · ACM Trans. Graph. 2014 T&I engine: traversal and intersection engine for hardware accelerated ray tracing · ACM Trans. Graph. 2011 Ordered depth-first layouts for ray tracing · SIGGRAPH ASIA (Sketches) 2010 |
GPUs and heterogeneous computing › graphics accelerator
ray tracing hardware |
0.5 | 3 | 2015 | HART: A Hybrid Architecture for Ray Tracing Animated Scenes · IEEE Trans. Vis. Comput. Graph. 2015 RayCore: A Ray-Tracing Hardware Architecture for Mobile Devices · ACM Trans. Graph. 2014 T&I engine: traversal and intersection engine for hardware accelerated ray tracing · ACM Trans. Graph. 2011 |
Rendering
real-time rendering |
0.4 | 1 | 2020 | QickETC2: fast ETC2 texture compression using Luma differences · ACM Trans. Graph. 2020 |
Image and video coding
texture compression |
0.4 | 1 | 2020 | QickETC2: fast ETC2 texture compression using Luma differences · ACM Trans. Graph. 2020 |
Embedded and real-time systems
mobile computing |
0.3 | 2 | 2023 | An Architecture and Implementation of Real-Time Sound Propagation Hardware for Mobile Devices · SIGGRAPH Asia 2023 RayCore: A Ray-Tracing Hardware Architecture for Mobile Devices · ACM Trans. Graph. 2014 |
Memory systems
cache design |
0.2 | 1 | 2015 | HART: A Hybrid Architecture for Ray Tracing Animated Scenes · IEEE Trans. Vis. Comput. Graph. 2015 |
Rendering › ray tracing
acceleration structure |
0.1 | 1 | 2010 | Ordered depth-first layouts for ray tracing · SIGGRAPH ASIA (Sketches) 2010 |
Visualization and visual analytics › hierarchical data visualization
tree layout |
0.1 | 1 | 2010 | Ordered depth-first layouts for ray tracing · SIGGRAPH ASIA (Sketches) 2010 |
Rendering › temporal rendering › animation rendering
animated scene rendering |
0.1 | 1 | 2015 | HART: A Hybrid Architecture for Ray Tracing Animated Scenes · IEEE Trans. Vis. Comput. Graph. 2015 |
Memory systems
cache coherence |
0.0 | 1 | 2010 | Ordered depth-first layouts for ray tracing · SIGGRAPH ASIA (Sketches) 2010 |
Memory systems › cache › cache behavior
cache line utilization |
0.0 | 1 | 2010 | Ordered depth-first layouts for ray tracing · SIGGRAPH ASIA (Sketches) 2010 |
GPUs and heterogeneous computing › embedded GPU
mobile GPU |
0.0 | 1 | 2010 | MobiRT: an implementation of OpenGL ES-based CPU-GPU hybrid ray tracer for mobile devices · SIGGRAPH ASIA (Sketches) 2010 |
Methods — techniques the papers use, named apart from their topics
cycle-accurate simulation · 0.4luma-based clustering · 0.4SIMD parallelism · 0.4AVX2 intrinsics · 0.4unified traversal and intersection pipeline · 0.4tree-building unit · 0.4three-phase ray-triangle intersection · 0.2ray accumulation unit · 0.2ordered depth-first layout · 0.2OpenGL ES · 0.2whitted ray tracing · 0.1depth-first tree layout · 0.1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | QuickBC7: Fast BC7 texture compression heuristics
Hyeon-Ki Lee, Jae-Ho Nah |
Comput. Graph. | 2 |
| 2026 | Post-processing ensemble framework for balancing fidelity and perception in super-resolution
Dong-Yun Kim, Jae-Ho Nah |
Pattern Recognit. Lett. | 2 |
| 2023 | An Architecture and Implementation of Real-Time Sound Propagation Hardware for Mobile DevicesabstractThis paper presents a high-performance and low-power hardware architecture for real-time sound rendering on mobile devices. Traditional sound rendering algorithms require high-performance CPUs or GPUs for processing because of its high computational complexities to realize ultra-realistic 3D audio. Thus, it has been hard to achieve real-time rates on low-power mobile devices. To overcome this limitation, we propose a hardware architecture that adopts hardware-friendly sound-propagation-path calculation algorithms. We verified the function and performance of our architecture through its implementation on an FPGA board. According to ASIC evaluation with the 8-nm process technology, it achieves high performance with 120 FPS, low power consumption with 50 mW, and a small silicon area with 0.31 mm2, allowing real-time sound rendering on mobile devices. Eunjae Kim, Sukwon Choi, Jae-Ho Nah, Woonam Jung, Tae-Hyeong Lee, Yeon-Kug Moon, Woo-Chan Park |
SIGGRAPH Asia | 4 |
| 2023 | QuickETC2-HQ: Improved ETC2 encoding techniques for real-time, high-quality texture compression
Jae-Ho Nah |
Comput. Graph. | 1 |
| 2023 | H-ETC2: Design of a CPU-GPU Hybrid ETC2 EncoderabstractAbstract This paper proposes a novel CPU‐GPU hybrid encoding method based on the ETC2 format, commonly used on mobile platforms. Traditional texture compression techniques often face a trade‐off between encoding speed and quality. For a better trade‐off, our approach utilizes both the CPU and GPU. In a pipeline we designed, the CPU encoder identifies problematic pixel blocks during the encoding process, and the GPU encoder re‐encodes them. Additionally, we carefully improve the base CPU and GPU encoders regarding encoding speed and quality. As a result, our encoder minimizes compression artifacts, increases encoding speed, or achieves both of these goals compared to previous high‐quality offline ETC2 encoders. Hyeon-Ki Lee, Jae-Ho Nah |
Comput. Graph. Forum | 2 |
| 2022 | Effective Algorithm to Control Depth Level for Performance Improvement of Sound TracingabstractSound tracing, a 3D sound rendering technology based on ray tracing, is a very costly method for calculating sound propagation. To reduce its expense, we propose an algorithm for adjusting the depth based on frame coherence and spatial characteristics. The results of the experiment indicate that when the sound source and listener were indoors, the reflection path loss rate was 3%, the diffraction path loss rate was 15.4%, and the total frame rate increased by 6.25%. When the listener was outdoors and the sound source was indoors, the reflection path and diffraction path loss rate were 0%, and the total frame rate was increased by 33.33 compared to the conventional method. Thus, the proposed algorithm can improve rendering performance while minimizing path loss rate. Eunjae Kim, Juwon Yun, Woo-Nam Chung, Jae-Ho Nah, Youngsik Kim, Cheoung Ghil Kim, Woo-Chan Park |
J. Web Eng. | 4 |
| 2020 | QickETC2: fast ETC2 texture compression using Luma differencesabstractCompressed textures are indispensable in most 3D graphics applications to reduce memory traffic and increase performance. For higher-quality graphics, the number and size of textures in an application have continuously increased. Additionally, the ETC2 texture format, which is mandatory in OpenGL ES 3.0, OpenGL 4.3, and Android 4.3 (and later versions), requires more complex texture compression than the traditional ETC1 format. As a result, texture compression becomes more and more time-consuming. To accelerate ETC2 compression, we introduce two new compression techniques, named QuickETC2. The first technique is an early compression-mode decision scheme. Instead of testing all ETC1/2 modes to compress a texel block, we select proper modes for each block by exploiting the luma difference of the block to reduce unnecessary compression overhead. The second technique is a fast luma-based T- and H-mode compression method. When clustering each texel into two groups, we replace the 3D RGB space with the 1D luma space and quickly find the two groups that have the minimum luma differences. We also selectively perform the T- or H-mode and reduce its distance candidates, according to the luma differences of each group. We have implemented both techniques with AVX2 intrinsics to exploit SIMD parallelism. According to our experiments, QuickETC2 can compress more than 2000 1K×1K-sized images per second on an octa-core CPU. Jae-Ho Nah |
ACM Trans. Graph. | 1 |
| 2017 | Z 2 traversal order: An interleaving approach for VR stereo rendering on tile-based GPUsabstractWith increasing demands of virtual reality (VR) applications, efficient VR rendering techniques are becoming essential. Because VR stereo rendering has increased computational costs to separately render views for the left and right eyes, to reduce the rendering cost in VR applications, we present a novel traversal order for tile-based mobile GPU architectures: Z 2 traversal order. In tile-based mobile GPU architectures, a tile traversal order that maximizes spatial locality can increase GPU cache efficiency. For VR applications, our approach improves upon the traditional Z order curve. We render corresponding screen tiles in left and right views in turn, or simultaneously, and as a result, we can exploit spatial adjacency of the two tiles. To evaluate our approach, we conducted a trace-driven hardware simulation using Mesa and a hardware simulator. Our experimental results show that Z 2 traversal order can reduce external memory bandwidth requirements and increase rendering performance. Jae-Ho Nah, Yeong-Kyu Lim, Sunho Ki, Chulho Shin |
Comput. Vis. Media | 1 |
| 2016 | L-Bench: An Android benchmark set for low-power mobile GPUs
Jae-Ho Nah, Youngsun Suh, Yeong-Kyu Lim |
Comput. Graph. | 1 |
| 2016 | Geometry transition method to improve ray-tracing precision
Dong-Seok Kim, Jae-Ho Nah, Woo-Chan Park |
Multim. Tools Appl. | 2 |
| 2016 | Adaptive undersampling for efficient mobile ray tracing
Woong Seo, Yongho Kim, Yeong-Kyu Lim, Jae-Ho Nah, Insung Ihm |
Vis. Comput. | 5 |
| 2015 | HART: A Hybrid Architecture for Ray Tracing Animated ScenesabstractWe present a hybrid architecture, inspired by asynchronous BVH construction [1], for ray tracing animated scenes. Our hybrid architecture utilizes heterogeneous hardware resources: dedicated ray-tracing hardware for BVH updates and ray traversal and a CPU for BVH reconstruction. We also present a traversal scheme using a primitive's axis-aligned bounding box (PrimAABB). This scheme reduces ray-primitive intersection tests by reusing existing BVH traversal units and the primAABB data for tree updates; it enables the use of shallow trees to reduce tree build times, tree sizes, and bus bandwidth requirements. Furthermore, we present a cache scheme that exploits consecutive memory access by reusing data in an L1 cache block. We perform cycle-accurate simulations to verify our architecture, and the simulation results indicate that the proposed architecture can achieve real-time Whitted ray tracing animated scenes at 1,920 × 1,200 resolution. This result comes from our high-performance hardware architecture and minimized resource requirements for tree updates. Jae-Ho Nah, Jin-Woo Kim 0004, Won-Jong Lee, Jeong-Soo Park 0004, Seokyoon Jung, Woo-Chan Park, Dinesh Manocha, Tack-Don Han |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2014 | Effective traversal algorithms and hardware architecture for pyramidal inverse displacement mapping
Hyuck-Joo Kwon, Jae-Ho Nah, Dinesh Manocha, Woo-Chan Park |
Comput. Graph. | 2 |
| 2014 | SATO: Surface Area Traversal Order for Shadow Ray TracingabstractAbstract We present the surface area traversal order (SATO) metric to accelerate shadow ray traversal. Our formulation uses the surface area of each child node to compute the TO. In this metric, we give a traversal priority to the child node with the larger surface area to quickly find occluders. Our algorithm reduces the pre‐processing overhead significantly, and is much faster than other metrics. Overall, the SATO is useful for ray tracing large and complex dynamic scenes (e.g. a few million triangles) with shadows. Jae-Ho Nah, Dinesh Manocha |
Comput. Graph. Forum | 1 |
| 2014 | RayCore: A Ray-Tracing Hardware Architecture for Mobile DevicesabstractWe present RayCore, a mobile ray-tracing hardware architecture. RayCore facilitates high-quality rendering effects, such as reflection, refraction, and shadows, on mobile devices by performing real-time Whitted ray tracing. RayCore consists of two major components: ray-tracing units (RTUs) based on a unified traversal and intersection pipeline and a tree-building unit (TBU) for dynamic scenes. The overall RayCore architecture offers considerable benefits in terms of die area, memory access, and power consumption. We have evaluated our architecture based on FPGA and ASIC evaluations and demonstrate its performance on different benchmarks. According to the results, our architecture demonstrates high performance per unit area and unit energy, making it highly suitable for use in mobile devices. Jae-Ho Nah, Hyuck-Joo Kwon, Dong-Seok Kim, Cheol-Ho Jeong, Jin-Hong Park, Tack-Don Han, Dinesh Manocha, Woo-Chan Park |
ACM Trans. Graph. | 1 |
| 2013 | gkDtree: A group-based parallel update kd-tree for interactive ray tracing
Yoon-Sig Kang, Jae-Ho Nah, Woo-Chan Park, Sung-Bong Yang |
J. Syst. Archit. | 2 |
| 2011 | T&I engine: traversal and intersection engine for hardware accelerated ray tracingabstractRay tracing naturally supports high-quality global illumination effects, but it is computationally costly. Traversal and intersection operations dominate the computation of ray tracing. To accelerate these two operations, we propose a hardware architecture integrating three novel approaches. First, we present an ordered depth-first layout and a traversal architecture using this layout to reduce the required memory bandwidth. Second, we propose a three-phase ray-triangle intersection architecture that takes advantage of early exit. Third, we propose a latency hiding architecture defined as the ray accumulation unit. Cycle-accurate simulation results indicate our architecture can achieve interactive distributed ray tracing. Jae-Ho Nah, Jeong-Soo Park 0004, Chanmin Park, Jin-Woo Kim 0004, Yun-Hye Jung, Woo-Chan Park, Tack-Don Han |
ACM Trans. Graph. | 1 |
| 2010 | MobiRT: an implementation of OpenGL ES-based CPU-GPU hybrid ray tracer for mobile devicesabstractThree-dimensional user interfaces on mobile devices are increasingly important. For more realistic three-dimensional visualization on mobile devices, we present the implementation of an OpenGL ES-based CPU-GPU hybrid ray tracer. This ray tracer exploits the availability of CPU and GPU architectures to fully support reflection, refraction, hard shadows, and dynamic scenes. To the best of our knowledge, our ray tracer is the first to demonstrate full Whitted ray tracing of dynamic scenes using OpenGL ES. Jae-Ho Nah, Yoon-Sig Kang, Kwang-Jo Lee, Shin-Jun Lee, Tack-Don Han, Sung-Bong Yang |
SIGGRAPH ASIA (Sketches) | 1 |
| 2010 | Ordered depth-first layouts for ray tracingabstractWe present an ordered depth-first tree layout for ray tracing. Among two child nodes, a child node with the larger surface area is stored next to its parent node. Hence, the probabilities that a ray accesses to the same cache line increase. Our approach can be easily and widely used for various ray tracing systems with very small overheads, as it is based on existing depth-first layouts. Jae-Ho Nah, Jeong-Soo Park 0004, Jin-Woo Kim 0004, Chanmin Park, Tack-Don Han |
SIGGRAPH ASIA (Sketches) | 1 |