Demo Data from VLDB 2026 / reviewers in the wild / expert
Michael J. Doyle
dblp:68/11060
· DBLP profile ↗
5ranked-venue papers
2as first author
3since 2021 · last 2024
0000-0001-6746-6794ORCID · corroborated
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 · 3 since 2021Human-computer interaction and ubiquitous computing · 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 graphics and multimedia
1 paper |
Visualization and visual analytics · 50% Geometric modeling and processing · 50% | |
| Artificial intelligence
1 paper |
3D vision · 100% | |
| Computer architecture, parallel and distributed computing, and storage systems
1 paper |
GPUs and heterogeneous computing · 100% |
Topics — the 4 heaviest of 4, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Geometric modeling and processing › implicit neural representation
neural volumetric representation |
0.8 | 1 | 2024 | Interactive Volume Visualization via Multi-Resolution Hash Encoding Based Neural Representation · IEEE Trans. Vis. Comput. Graph. 2024 |
Visualization and visual analytics
volume visualization |
0.8 | 1 | 2024 | Interactive Volume Visualization via Multi-Resolution Hash Encoding Based Neural Representation · IEEE Trans. Vis. Comput. Graph. 2024 |
Computer vision › 3D vision
implicit neural representation |
0.2 | 1 | 2024 | Interactive Volume Visualization via Multi-Resolution Hash Encoding Based Neural Representation · IEEE Trans. Vis. Comput. Graph. 2024 |
GPUs and heterogeneous computing › graphics accelerator
ray tracing hardware |
0.2 | 1 | 2013 | A hardware unit for fast SAH-optimised BVH construction · ACM Trans. Graph. 2013 |
Methods — techniques the papers use, named apart from their topics
out-of-core training · 1.5multi-resolution hash encoding · 1.5GPU tensor cores · 1.5cycle-accurate simulation · 0.2
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2024 | Interactive Volume Visualization via Multi-Resolution Hash Encoding Based Neural RepresentationabstractImplicit neural networks have demonstrated immense potential in compressing volume data for visualization. However, despite their advantages, the high costs of training and inference have thus far limited their application to offline data processing and non-interactive rendering. In this article, we present a novel solution that leverages modern GPU tensor cores, a well-implemented CUDA machine learning framework, an optimized global-illumination-capable volume rendering algorithm, and a suitable acceleration data structure to enable real-time direct ray tracing of volumetric neural representations. Our approach produces high-fidelity neural representations with a peak signal-to-noise ratio (PSNR) exceeding 30 dB, while reducing their size by up to three orders of magnitude. Remarkably, we show that the entire training step can fit within a rendering loop, bypassing the need for pre-training. Additionally, we introduce an efficient out-of-core training strategy to support extreme-scale volume data, making it possible for our volumetric neural representation training to scale up to terascale on a workstation with an NVIDIA RTX 3090 GPU. Our method significantly outperforms state-of-the-art techniques in terms of training time, reconstruction quality, and rendering performance, making it an ideal choice for applications where fast and accurate visualization of large-scale volume data is paramount. Qi Wu 0015, David Bauer, Michael J. Doyle, Kwan-Liu Ma |
IEEE Trans. Vis. Comput. Graph. | 3 |
| 2023 | Stochastic Subsets for BVH ConstructionabstractAbstract BVH construction is a critical component of real‐time and interactive ray‐tracing systems. However, BVH construction can be both compute and bandwidth intensive, especially when a large degree of dynamic geometry is present. Different build algorithms vary substantially in the traversal performance that they produce, making high quality construction algorithms desirable. However, high quality algorithms, such as top‐down construction, are typically more expensive, limiting their benefit in real‐time and interactive contexts. One particular challenge of high quality top‐down construction algorithms is that the large working set at the top of the tree can make constructing these levels bandwidth‐intensive, due to O(nlog(n)) complexity, limited cache locality, and less dense compute at these levels. To address this limitation, we propose a novel stochastic approach to GPU BVH construction that selects a representative subset to build the upper levels of the tree. As a second pass, the remaining primitives are clustered around the BVH leaves and further processed into a complete BVH. We show that our novel approach significantly reduces the construction time of top‐down GPU BVH builders by a factor up to 1.8×, while achieving competitive rendering performance in most cases, and exceeding the performance in others. Lorenzo Tessari, Addis Dittebrandt, Michael J. Doyle, Carsten Benthin |
Comput. Graph. Forum | 3 |
| 2021 | A Survey on Bounding Volume Hierarchies for Ray TracingabstractAbstract Ray tracing is an inherent part of photorealistic image synthesis algorithms. The problem of ray tracing is to find the nearest intersection with a given ray and scene. Although this geometric operation is relatively simple, in practice, we have to evaluate billions of such operations as the scene consists of millions of primitives, and the image synthesis algorithms require a high number of samples to provide a plausible result. Thus, scene primitives are commonly arranged in spatial data structures to accelerate the search. In the last two decades, the bounding volume hierarchy (BVH) has become the de facto standard acceleration data structure for ray tracing‐based rendering algorithms in offline and recently also in real‐time applications. In this report, we review the basic principles of bounding volume hierarchies as well as advanced state of the art methods with a focus on the construction and traversal. Furthermore, we discuss industrial frameworks, specialized hardware architectures, other applications of bounding volume hierarchies, best practices, and related open problems. Daniel Meister 0002, Shinji Ogaki, Carsten Benthin, Michael J. Doyle, Michael Guthe, Jirí Bittner |
Comput. Graph. Forum | 4 |
| 2013 | A hardware unit for fast SAH-optimised BVH constructionabstractRay-tracing algorithms are known for producing highly realistic images, but at a significant computational cost. For this reason, a large body of research exists on various techniques for accelerating these costly algorithms. One approach to achieving superior performance which has received comparatively little attention is the design of specialised ray-tracing hardware. The research that does exist on this topic has consistently demonstrated that significant performance and efficiency gains can be achieved with dedicated microarchitectures. However, previous work on hardware ray-tracing has focused almost entirely on the traversal and intersection aspects of the pipeline. As a result, the critical aspect of the management and construction of acceleration data-structures remains largely absent from the hardware literature. We propose that a specialised microarchitecture for this purpose could achieve considerable performance and efficiency improvements over programmable platforms. To this end, we have developed the first dedicated microarchitecture for the construction of binned SAH BVHs. Cycle-accurate simulations show that our design achieves significant improvements in raw performance and in the bandwidth required for construction, as well as large efficiency gains in terms of performance per clock and die area compared to manycore implementations. We conclude that such a design would be useful in the context of a heterogeneous graphics processor, and may help future graphics processor designs to reduce predicted technology-imposed utilisation limits. Michael J. Doyle, Colin Fowler, Michael Manzke |
ACM Trans. Graph. | 1 |
| 2012 | Hardware accelerated construction of SAH-based bounding volume hierarchies for interactive ray tracingabstractThe ray tracing algorithm is known primarily for producing highly realistic images, but also for its high computational cost. Perhaps the most effective method for accelerating ray tracing is through the use of spatial index structures, such as kd-trees and bounding volume hierarchies. In highly dynamic scenarios, these structures must be rebuilt frequently, constituting a considerable portion of the total time to image. Michael J. Doyle, Colin Fowler, Michael Manzke |
I3D | 1 |