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Timothy J. Purcell

dblp:56/5773 · DBLP profile ↗
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2ranked-venue papers
1as first author
0since 2021 · last 2005
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 first-authorHuman-computer interaction and ubiquitous computing · 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 · 100%
Computer architecture, parallel and distributed computing, and storage systems
1 paper
GPUs and heterogeneous computing · 100%

Topics — the 2 heaviest of 2, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Rendering
ray tracing
0.012002
Ray tracing on programmable graphics hardware · ACM Trans. Graph. 2002
GPUs and heterogeneous computing › GPU rendering
programmable graphics pipeline
0.012002
Ray tracing on programmable graphics hardware · ACM Trans. Graph. 2002

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

whitted ray tracing · 0.1ray casting · 0.1path tracing · 0.1
YearPublicationVenuePosition
2005 General Purpose Computation on Graphics Hardware
Aaron E. Lefohn, Ian Buck, Patrick S. McCormick, John D. Owens, Timothy J. Purcell, Robert Strzodka
IEEE Visualization5
2002 Ray tracing on programmable graphics hardware
abstract
Recently a breakthrough has occurred in graphics hardware: fixed function pipelines have been replaced with programmable vertex and fragment processors. In the near future, the graphics pipeline is likely to evolve into a general programmable stream processor capable of more than simply feed-forward triangle rendering.In this paper, we evaluate these trends in programmability of the graphics pipeline and explain how ray tracing can be mapped to graphics hardware. Using our simulator, we analyze the performance of a ray casting implementation on next generation programmable graphics hardware. In addition, we compare the performance difference between non-branching programmable hardware using a multipass implementation and an architecture that supports branching. We also show how this approach is applicable to other ray tracing algorithms such as Whitted ray tracing, path tracing, and hybrid rendering algorithms. Finally, we demonstrate that ray tracing on graphics hardware could prove to be faster than CPU based implementations as well as competitive with traditional hardware accelerated feed-forward triangle rendering.
Timothy J. Purcell, Ian Buck, William R. Mark, Pat Hanrahan
ACM Trans. Graph.1