Kurt Akeley

dblp:a/KurtAkeley · DBLP profile ↗
← Back
12ranked-venue papers
5as first author
0since 2021 · last 2015
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 12 · 5 first-authorHuman-computer interaction and ubiquitous computing · 5 · 3 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
10 papers
Rendering · 54% Computational photography and imaging · 24% Virtual and augmented reality · 15%
Computer architecture, parallel and distributed computing, and storage systems
5 papers
GPUs and heterogeneous computing · 80% Parallel and multicore computing · 20%
Software engineering, system software, and programming languages
1 paper
Programming languages and type systems · 50% Compilers and program optimization · 50%

Topics — the 21 heaviest of 23, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computational photography and imaging › light field imaging
light field camera
0.212015
Improving light field camera sample design with irregularity and aberration · ACM Trans. Graph. 2015
Rendering › GPU rendering
GPU rasterization
0.112010
Reducing shading on GPUs using quad-fragment merging · ACM Trans. Graph. 2010
Rendering
real-time rendering
0.122009
GRAMPS: A programming model for graphics pipelines · ACM Trans. Graph. 2009
Cg: a system for programming graphics hardware in a C-like language · ACM Trans. Graph. 2003
Rendering › level of detail
adaptive tessellation
0.112009
DiagSplit: parallel, crack-free, adaptive tessellation for micropolygon rendering · ACM Trans. Graph. 2009
GPUs and heterogeneous computing › GPU rendering
programmable graphics pipeline
0.112009
GRAMPS: A programming model for graphics pipelines · ACM Trans. Graph. 2009
Rendering › graphics standards
OpenGL
0.112008
Modern OpenGL: its design and evolution · SIGGRAPH ASIA Courses 2008
Image and video coding
image quality
0.112015
Improving light field camera sample design with irregularity and aberration · ACM Trans. Graph. 2015
Virtual and augmented reality › depth perception
focus cues
0.012004
A stereo display prototype with multiple focal distances · ACM Trans. Graph. 2004
Virtual and augmented reality › 3d display
stereoscopic display
0.012004
A stereo display prototype with multiple focal distances · ACM Trans. Graph. 2004
Virtual and augmented reality › 3d display
volumetric display
0.012004
A stereo display prototype with multiple focal distances · ACM Trans. Graph. 2004
Programming languages and type systems
domain-specific languages
0.012003
Cg: a system for programming graphics hardware in a C-like language · ACM Trans. Graph. 2003
Rendering › graphics pipeline
programmable graphics pipeline
0.022008
Modern OpenGL: its design and evolution · SIGGRAPH ASIA Courses 2008
Cg: a system for programming graphics hardware in a C-like language · ACM Trans. Graph. 2003
Rendering
shading
0.012010
Reducing shading on GPUs using quad-fragment merging · ACM Trans. Graph. 2010
Parallel and multicore computing › parallel computing
parallel rendering
0.012009
DiagSplit: parallel, crack-free, adaptive tessellation for micropolygon rendering · ACM Trans. Graph. 2009
Rendering › surface rendering
polygon rendering
0.021993
Reality Engine graphics · SIGGRAPH 1993
High-performance polygon rendering · SIGGRAPH 1988
GPUs and heterogeneous computing
graphics accelerator
0.021993
Reality Engine graphics · SIGGRAPH 1993
High-performance polygon rendering · SIGGRAPH 1988
Rendering
graphics hardware
0.011993
Reality Engine graphics · SIGGRAPH 1993
Rendering
antialiasing
0.011990
The accumulation buffer: hardware support for high-quality rendering · SIGGRAPH 1990
Computational photography and imaging
depth of field
0.011990
The accumulation buffer: hardware support for high-quality rendering · SIGGRAPH 1990
Rendering › temporal rendering
motion blur
0.011990
The accumulation buffer: hardware support for high-quality rendering · SIGGRAPH 1990
GPUs and heterogeneous computing
graphics hardware
0.011990
The accumulation buffer: hardware support for high-quality rendering · SIGGRAPH 1990

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

spherical aberration · 0.2microlens sampling pattern design · 0.2split-dice tessellation · 0.2queue-based data exchange · 0.2pipeline scheduling · 0.2parallel tessellation · 0.2fragment merging · 0.1fixed-function hardware augmentation · 0.1fixed-viewpoint volumetric display · 0.01-d texture mapping · 0.0direct3d · 0.0c-like language design · 0.0OpenGL · 0.0parallel rasterization pipeline · 0.0vector processing · 0.0pipeline parallelism · 0.0array processing · 0.0
YearPublicationVenuePosition
2015 Improving light field camera sample design with irregularity and aberration
abstract
Conventional camera designs usually shun sample irregularities and lens aberrations. We demonstrate that such irregularities and aberrations, when properly applied, can improve the quality and usability of light field cameras. Examples include spherical aberrations for the mainlens, and misaligned sampling patterns for the microlens and photosensor elements. These observations are a natural consequence of a key difference between conventional and light field cameras: optimizing for a single captured 2D image versus a range of reprojected 2D images from a captured 4D light field. We propose designs in mainlens aberrations and microlens/photosensor sample patterns, and evaluate them through simulated measurements and captured results with our hardware prototype.
Li-Yi Wei, Chia-Kai Liang, Graham Myhre, Colvin Pitts, Kurt Akeley
ACM Trans. Graph.5
2011 Projection and Parallax
abstract
Abstract Projection and its time or spatially varying derivative, parallax, are a common thread through my work in computer graphics, stereoscopic display, human vision, and, most recently, light‐field display and capture. In this talk I'll present insights, anecdotes, and epiphanies I've accumulated along the way.
Kurt Akeley
Comput. Graph. Forum1
2010 Reducing shading on GPUs using quad-fragment merging
abstract
Current GPUs perform a significant amount of redundant shading when surfaces are tessellated into small triangles. We address this inefficiency by augmenting the GPU pipeline to gather and merge rasterized fragments from adjacent triangles in a mesh. This approach has minimal impact on output image quality, is amenable to implementation in fixed-function hardware, and, when rendering pixel-sized triangles, requires only a small amount of buffering to reduce overall pipeline shading work by a factor of eight. We find that a fragment-shading pipeline with this optimization is competitive with the REYES pipeline approach of shading at micropolygon vertices and, in cases of complex occlusion, can perform up to two times less shading work.
Kayvon Fatahalian, Solomon Boulos, James Hegarty, Kurt Akeley, William R. Mark, Henry P. Moreton, Pat Hanrahan
ACM Trans. Graph.4
2009 DiagSplit: parallel, crack-free, adaptive tessellation for micropolygon rendering
abstract
We present DiagSplit, a parallel algorithm for adaptively tessellating displaced parametric surfaces into high-quality, crack-free micropolygon meshes. DiagSplit modifies the split-dice tessellation algorithm to allow splits along non-isoparametric directions in the surface's parametric domain, and uses a dicing scheme that supports unique tessellation factors for each subpatch edge. Edge tessellation factors are computed using only information local to subpatch edges. These modifications allow all subpatches generated by DiagSplit to be processed independently without introducing T-junctions or mesh cracks and without incurring the tessellation overhead of binary dicing. We demonstrate that DiagSplit produces output that is better (in terms of image quality and number of micropolygons produced) than existing parallel tessellation schemes, and as good as highly adaptive split-dice implementations that are less amenable to parallelization.
Matthew Fisher, Kayvon Fatahalian, Solomon Boulos, Kurt Akeley, William R. Mark, Pat Hanrahan
ACM Trans. Graph.4
2009 GRAMPS: A programming model for graphics pipelines
abstract
We introduce GRAMPS, a programming model that generalizes concepts from modern real-time graphics pipelines by exposing a model of execution containing both fixed-function and application-programmable processing stages that exchange data via queues. GRAMPS allows the number, type, and connectivity of these processing stages to be defined by software, permitting arbitrary processing pipelines or even processing graphs. Applications achieve high performance using GRAMPS by expressing advanced rendering algorithms as custom pipelines, then using the pipeline as a rendering engine. We describe the design of GRAMPS, then evaluate it by implementing three pipelines, that is, Direct3D, a ray tracer, and a hybridization of the two, and running them on emulations of two different GRAMPS implementations: a traditional GPU-like architecture and a CPU-like multicore architecture. In our tests, our GRAMPS schedulers run our pipelines with 500 to 1500KB of queue usage at their peaks.
Jeremy Sugerman, Kayvon Fatahalian, Solomon Boulos, Kurt Akeley, Pat Hanrahan
ACM Trans. Graph.4
2008 Modern OpenGL: its design and evolution
abstract
OpenGL was conceived in 1991 to provide an industry standard for programming the hardware graphics pipeline. The original design has evolved considerably over the last 17 years. Whereas capabilities mandated by OpenGL such as texture mapping and a stencil buffer were present only on the world's most expensive graphics hardware back in 1991, now these features are completely pervasive in PCs and now even available in several hand-held devices. Over that time, OpenGL's original fixed-function state machine has evolved into a complex data-flow including several application-programmable stages. And the performance of OpenGL has increased from 100x to over 1,000x in many important raw graphics operations.
Mark J. Kilgard, Kurt Akeley
SIGGRAPH ASIA Courses2
2004 A stereo display prototype with multiple focal distances
abstract
Typical stereo displays provide incorrect focus cues because the light comes from a single surface. We describe a prototype stereo display comprising two independent fixed-viewpoint volumetric displays. Like autostereoscopic volumetric displays, fixed-viewpoint volumetric displays generate near-correct focus cues without tracking eye position, because light comes from sources at the correct focal distances. (In our prototype, from three image planes at different physical distances.) Unlike autostereoscopic volumetric displays, however, fixed-viewpoint volumetric displays retain the qualities of modern projective graphics: view-dependent lighting effects such as occlusion, specularity, and reflection are correctly depicted; modern graphics processor and 2-D display technology can be utilized; and realistic fields of view and depths of field can be implemented. While not a practical solution for general-purpose viewing, our prototype display is a proof of concept and a platform for ongoing vision research. The design, implementation, and verification of this stereo display are described, including a novel technique of filtering along visual lines using 1-D texture mapping.
Kurt Akeley, Simon J. Watt, Ahna Reza Girshick, Martin S. Banks
ACM Trans. Graph.1
2003 Cg: a system for programming graphics hardware in a C-like language
abstract
The latest real-time graphics architectures include programmable floating-point vertex and fragment processors, with support for data-dependent control flow in the vertex processor. We present a programming language and a supporting system that are designed for programming these stream processors. The language follows the philosophy of C, in that it is a hardware-oriented, general-purpose language, rather than an application-specific shading language. The language includes a variety of facilities designed to support the key architectural features of programmable graphics processors, and is designed to support multiple generations of graphics architectures with different levels of functionality. The system supports both of the major 3D graphics APIs: OpenGL and Direct3D. This paper identifies many of the choices that we faced as we designed the system, and explains why we made the decisions that we did.
William R. Mark, R. Steven Glanville, Kurt Akeley, Mark J. Kilgard
ACM Trans. Graph.3
1995 Computer graphics achievement award
abstract
No abstract available.
Kurt Akeley
SIGGRAPH1
1993 Reality Engine graphics
abstract
Article Free Access Share on Reality Engine graphics Author: Kurt Akeley View Profile Authors Info & Claims SIGGRAPH '93: Proceedings of the 20th annual conference on Computer graphics and interactive techniquesSeptember 1993 Pages 109–116https://doi.org/10.1145/166117.166131Published:01 September 1993Publication History 237citation2,623DownloadsMetricsTotal Citations237Total Downloads2,623Last 12 Months171Last 6 weeks22 Get Citation AlertsNew Citation Alert added!This alert has been successfully added and will be sent to:You will be notified whenever a record that you have chosen has been cited.To manage your alert preferences, click on the button below.Manage my AlertsNew Citation Alert!Please log in to your account Save to BinderSave to BinderCreate a New BinderNameCancelCreateExport CitationPublisher SiteeReaderPDF
Kurt Akeley
SIGGRAPH1
1990 The accumulation buffer: hardware support for high-quality rendering
abstract
This paper describes a system architecture that supports realtime generation of complex images, efficient generation of extremely high-quality images, and a smooth trade-off between the two.Based on the paradigm of integration, the architecture extends a state-of-the-art rendering system with an additional high-precision image buffer. This additional buffer, called the Accumulation Buffer, is used to integrate images that are rendered into the framebuffer. While originally conceived as a solution to the problem of aliasing, the Accumulation Buffer provides a general solution to the problems of motion blur and depth-of-field as well.Because the architecture is a direct extension of current workstation rendering technology, we begin by discussing the performance and quality characteristics of that technology. The problem of spatial aliasing is then discussed, and the Accumulation Buffer is shown to be a desirable solution. Finally the generality of the Accumulation Buffer is explored, concentrating on its application to the problems of motion blur, depth-of-field, and soft shadows.
Paul Haeberli, Kurt Akeley
SIGGRAPH2
1988 High-performance polygon rendering
abstract
This paper describes a system architecture for realtime display of shaded polygons. Performance of 100,000 lighted, 4-sided polygons per second is achieved. Vectors and points draw at the rate of 400,000 per second. High-speed pan and zoom, alpha blending, realtime video input, and antialiased lines are supported. The architecture heavily leverages parallelism in several forms: pipeline, vector, and array processing. It is unique in providing efficient and balanced graphics that support interactive design and manipulation of solid models. After an overview of algorithms and computational requirements, we describe the details of the implementation. Finally, the unique features enabled by the architecture are highlighted.
Kurt Akeley, Tom Jermoluk
SIGGRAPH1