VLDB 2026 Research / reviewers in the wild / expert
Manfred Ernst
dblp:85/833
· DBLP profile ↗
6ranked-venue papers
1as first author
0since 2021 · last 2019
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 5 · 1 first-authorHuman-computer interaction and ubiquitous computing · 2 · 1 first-authorSoftware engineering, systems software and programming languages · 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
3 papers |
Image and video processing · 50% Rendering · 26% Computational photography and imaging · 25% | |
| Software engineering, system software, and programming languages
1 paper |
Runtime systems and virtual machines · 100% | |
| Computer architecture, parallel and distributed computing, and storage systems
1 paper |
Processor architecture and microarchitecture · 50% Hardware accelerators and domain-specific architectures · 50% |
Topics — the 8 heaviest of 9, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Computational photography and imaging › image acquisition
burst photography |
0.4 | 1 | 2019 | Handheld multi-frame super-resolution · ACM Trans. Graph. 2019 |
Image and video processing
image enhancement |
0.4 | 1 | 2019 | Handheld multi-frame super-resolution · ACM Trans. Graph. 2019 |
Image and video processing › super-resolution
multi-frame super-resolution |
0.4 | 1 | 2019 | Handheld multi-frame super-resolution · ACM Trans. Graph. 2019 |
Rendering
ray tracing |
0.3 | 2 | 2014 | Embree: a kernel framework for efficient CPU ray tracing · ACM Trans. Graph. 2014 Combining Single and Packet-Ray Tracing for Arbitrary Ray Distributions on the Intel MIC Architecture · IEEE Trans. Vis. Comput. Graph. 2012 |
Runtime systems and virtual machines
garbage collection |
0.2 | 1 | 2016 | Idle time garbage collection scheduling · PLDI 2016 |
Runtime systems and virtual machines
managed runtime |
0.1 | 1 | 2016 | Idle time garbage collection scheduling · PLDI 2016 |
Hardware accelerators and domain-specific architectures › many-core accelerator
Intel MIC architecture |
0.0 | 1 | 2012 | Combining Single and Packet-Ray Tracing for Arbitrary Ray Distributions on the Intel MIC Architecture · IEEE Trans. Vis. Comput. Graph. 2012 |
Processor architecture and microarchitecture
SIMD |
0.0 | 1 | 2012 | Combining Single and Packet-Ray Tracing for Arbitrary Ray Distributions on the Intel MIC Architecture · IEEE Trans. Vis. Comput. Graph. 2012 |
Methods — techniques the papers use, named apart from their topics
multi-frame alignment · 0.4CFA raw merging · 0.4hybrid packet/single-ray tracing · 0.3bounding volume hierarchy · 0.3frame time discrepancy metric · 0.2concurrent garbage collection · 0.2packet tracing · 0.2SIMD kernel design · 0.2
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2019 | Handheld multi-frame super-resolutionabstractCompared to DSLR cameras, smartphone cameras have smaller sensors, which limits their spatial resolution; smaller apertures, which limits their light gathering ability; and smaller pixels, which reduces their signal-to-noise ratio. The use of color filter arrays (CFAs) requires demosaicing, which further degrades resolution. In this paper, we supplant the use of traditional demosaicing in single-frame and burst photography pipelines with a multiframe super-resolution algorithm that creates a complete RGB image directly from a burst of CFA raw images. We harness natural hand tremor, typical in handheld photography, to acquire a burst of raw frames with small offsets. These frames are then aligned and merged to form a single image with red, green, and blue values at every pixel site. This approach, which includes no explicit demosaicing step, serves to both increase image resolution and boost signal to noise ratio. Our algorithm is robust to challenging scene conditions: local motion, occlusion, or scene changes. It runs at 100 milliseconds per 12-megapixel RAW input burst frame on mass-produced mobile phones. Specifically, the algorithm is the basis of the Super-Res Zoom feature, as well as the default merge method in Night Sight mode (whether zooming or not) on Google's flagship phone. Bartlomiej Wronski, Ignacio Garcia-Dorado, Manfred Ernst, Damien Kelly, Michael Krainin, Chia-Kai Liang, Marc Levoy, Peyman Milanfar |
ACM Trans. Graph. | 3 |
| 2016 | Idle time garbage collection schedulingabstractEfficient garbage collection is increasingly important in today's managed language runtime systems that demand low latency, low memory consumption, and high throughput. Garbage collection may pause the application for many milliseconds to identify live memory, free unused memory, and compact fragmented regions of memory, even when employing concurrent garbage collection. In animation-based applications that require 60 frames per second, these pause times may be observable, degrading user experience. This paper introduces idle time garbage collection scheduling to increase the responsiveness of applications by hiding expensive garbage collection operations inside of small, otherwise unused idle portions of the application's execution, resulting in smoother animations. Additionally we take advantage of idleness to reduce memory consumption while allowing higher memory use when high throughput is required. We implemented idle time garbage collection scheduling in V8, an open-source, production JavaScript virtual machine running within Chrome. We present performance results on various benchmarks running popular webpages and show that idle time garbage collection scheduling can significantly improve latency and memory consumption. Furthermore, we introduce a new metric called frame time discrepancy to quantify the quality of the user experience and precisely measure the improvements that idle time garbage collection provides for a WebGL-based game benchmark. Idle time garbage collection is shipped and enabled by default in Chrome. Ulan Degenbaev, Jochen Eisinger, Manfred Ernst, Ross McIlroy, Hannes Payer |
PLDI | 3 |
| 2014 | Embree: a kernel framework for efficient CPU ray tracingabstractWe describe Embree, an open source ray tracing framework for x86 CPUs. Embree is explicitly designed to achieve high performance in professional rendering environments in which complex geometry and incoherent ray distributions are common. Embree consists of a set of low-level kernels that maximize utilization of modern CPU architectures, and an API which enables these kernels to be used in existing renderers with minimal programmer effort. In this paper, we describe the design goals and software architecture of Embree, and show that for secondary rays in particular, the performance of Embree is competitive with (and often higher than) existing state-of-the-art methods on CPUs and GPUs. Ingo Wald, Sven Woop, Carsten Benthin, Gregory S. Johnson, Manfred Ernst |
ACM Trans. Graph. | 5 |
| 2012 | Combining Single and Packet-Ray Tracing for Arbitrary Ray Distributions on the Intel MIC ArchitectureabstractWide-SIMD hardware is power and area efficient, but it is challenging to efficiently map ray tracing algorithms to such hardware especially when the rays are incoherent. The two most commonly used schemes are either packet tracing, or relying on a separate traversal stack for each SIMD lane. Both work great for coherent rays, but suffer when rays are incoherent: The former experiences a dramatic loss of SIMD utilization once rays diverge; the latter requires a large local storage, and generates multiple incoherent streams of memory accesses that present challenges for the memory system. In this paper, we introduce a single-ray tracing scheme for incoherent rays that uses just one traversal stack on 16-wide SIMD hardware. It uses a bounding-volume hierarchy with a branching factor of four as the acceleration structure, exploits four-wide SIMD in each box and primitive intersection test, and uses 16-wide SIMD by always performing four such node or primitive tests in parallel. We then extend this scheme to a hybrid tracing scheme that automatically adapts to varying ray coherence by starting out with a 16-wide packet scheme and switching to the new single-ray scheme as soon as rays diverge. We show that on the Intel Many Integrated Core architecture this hybrid scheme consistently, and over a wide range of scenes and ray distributions, outperforms both packet and single-ray tracing. Carsten Benthin, Ingo Wald, Sven Woop, Manfred Ernst, William R. Mark |
IEEE Trans. Vis. Comput. Graph. | 4 |
| 2010 | Memory efficient ray tracing with hierarchical mesh quantization
Benjamin Segovia, Manfred Ernst |
Graphics Interface | 2 |
| 2005 | Interactive rendering of caustics using interpolated warped volumes
Manfred Ernst, Tomas Akenine-Möller, Henrik Wann Jensen |
Graphics Interface | 1 |