Derek Bingham

dblp:44/6272 · also Derek R. Bingham · DBLP profile ↗
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1ranked-venue papers
0as first author
0since 2021 · last 2017
—ORCID · unresolved

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

Graphics, computer vision, multimedia, augmented reality and games · 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
1 paper
Rendering · 77% Visualization and visual analytics · 23%
Computer architecture, parallel and distributed computing, and storage systems
1 paper
Performance modeling and evaluation · 100%

Topics — the 3 heaviest of 3, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Rendering
interactive rendering
0.312017
Predicting the Interactive Rendering Time Threshold of Gaussian Process Models With HyperSlice · IEEE Trans. Vis. Comput. Graph. 2017
Performance modeling and evaluation
performance prediction
0.312017
Predicting the Interactive Rendering Time Threshold of Gaussian Process Models With HyperSlice · IEEE Trans. Vis. Comput. Graph. 2017
Visualization and visual analytics
high-dimensional data visualization
0.112017
Predicting the Interactive Rendering Time Threshold of Gaussian Process Models With HyperSlice · IEEE Trans. Vis. Comput. Graph. 2017

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

hyperslice · 0.6gaussian process model · 0.6
YearPublicationVenuePosition
2017 Predicting the Interactive Rendering Time Threshold of Gaussian Process Models With HyperSlice
abstract
In this paper we present a method for predicting the rendering time to display multi-dimensional data for the analysis of computer simulations using the HyperSlice [36] method with Gaussian process model reconstruction. Our method relies on a theoretical understanding of how the data points are drawn on slices and then fits the formula to a user's machine using practical experiments. We also describe the typical characteristics of data when analyzing deterministic computer simulations as described by the statistics community. We then show the advantage of carefully considering how many data points can be drawn in real time by proposing two approaches of how this predictive formula can be used in a real-world system.
Thomas Torsney-Weir, Steven Bergner, Derek Bingham, Torsten Möller
IEEE Trans. Vis. Comput. Graph.3