Demo Data from EDBT 2026 / reviewers in the wild / expert
James Hegarty
dblp:00/8091
· DBLP profile ↗
6ranked-venue papers
2as first author
1since 2021 · last 2023
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 4 · 2 first-authorArtificial intelligence and machine learning · 1 · 1 since 2021Software 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.
| Artificial intelligence
1 paper |
Efficient and distributed learning · 44% Optimization for machine learning · 44% Deep learning architectures and training · 13% | |
| Computer architecture, parallel and distributed computing, and storage systems
3 papers |
Hardware accelerators and domain-specific architectures · 59% Electronic design automation · 26% High-performance computing · 14% | |
| Software engineering, system software, and programming languages
3 papers |
Compilers and program optimization · 73% Programming languages and type systems · 27% | |
| Computer graphics and multimedia
2 papers |
Visual content generation and editing · 63% Rendering · 27% Computer animation and physical simulation · 10% |
Topics — the 15 heaviest of 16, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Machine learning › Optimization for machine learning › combinatorial optimization
integer linear programming |
0.7 | 1 | 2023 | MODeL: Memory Optimizations for Deep Learning · ICML 2023 |
Machine learning › Efficient and distributed learning
memory optimization |
0.7 | 1 | 2023 | MODeL: Memory Optimizations for Deep Learning · ICML 2023 |
Electronic design automation › logic synthesis
FPGA synthesis |
0.3 | 2 | 2016 | Rigel: flexible multi-rate image processing hardware · ACM Trans. Graph. 2016 Darkroom: compiling high-level image processing code into hardware pipelines · ACM Trans. Graph. 2014 |
Compilers and program optimization
hardware compilation |
0.3 | 2 | 2016 | Darkroom: compiling high-level image processing code into hardware pipelines · ACM Trans. Graph. 2014 Rigel: flexible multi-rate image processing hardware · ACM Trans. Graph. 2016 |
Hardware accelerators and domain-specific architectures
image processing accelerator |
0.2 | 1 | 2016 | Rigel: flexible multi-rate image processing hardware · ACM Trans. Graph. 2016 |
Hardware accelerators and domain-specific architectures
image processing pipeline |
0.2 | 1 | 2016 | Rigel: flexible multi-rate image processing hardware · ACM Trans. Graph. 2016 |
Machine learning › Deep learning architectures and training › training optimization
training memory optimization |
0.2 | 1 | 2023 | MODeL: Memory Optimizations for Deep Learning · ICML 2023 |
Compilers and program optimization › domain-specific compilation
image processing pipeline compilation |
0.2 | 1 | 2014 | Darkroom: compiling high-level image processing code into hardware pipelines · ACM Trans. Graph. 2014 |
Hardware accelerators and domain-specific architectures › image processing accelerator
image signal processor |
0.2 | 1 | 2014 | Darkroom: compiling high-level image processing code into hardware pipelines · ACM Trans. Graph. 2014 |
Visual content generation and editing › stylization
example-based stylization |
0.2 | 1 | 2013 | Stylizing animation by example · ACM Trans. Graph. 2013 |
Visual content generation and editing
texture synthesis |
0.2 | 1 | 2013 | Stylizing animation by example · ACM Trans. Graph. 2013 |
Programming languages and type systems › metaprogramming
multi-stage programming |
0.2 | 1 | 2013 | Terra: a multi-stage language for high-performance computing · PLDI 2013 |
Rendering › GPU rendering
GPU rasterization |
0.1 | 1 | 2010 | Reducing shading on GPUs using quad-fragment merging · ACM Trans. Graph. 2010 |
Computer animation and physical simulation
keyframe animation |
0.0 | 1 | 2013 | Stylizing animation by example · ACM Trans. Graph. 2013 |
Rendering
shading |
0.0 | 1 | 2010 | Reducing shading on GPUs using quad-fragment merging · ACM Trans. Graph. 2010 |
Methods — techniques the papers use, named apart from their topics
integer linear programming · 1.0rematerialization · 0.7pipeline lowering · 0.5multi-rate architecture · 0.5scheduling · 0.4meta-programming · 0.3temporal coherence · 0.2image analogies · 0.2guided texture synthesis · 0.2fragment merging · 0.1fixed-function hardware augmentation · 0.1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2023 | MODeL: Memory Optimizations for Deep LearningabstractThe size of deep neural networks has grown exponentially in recent years. Unfortunately, hardware devices have not kept pace with the rapidly increasing memory requirements. To cope with this, researchers have proposed various techniques including spilling, rematerialization, reduced precision training, model pruning, and so on. However, these approaches suffer from various limitations, such as increasing training time, affecting model accuracy, or requiring extensive manual modifications to the neural networks. We present MODeL, an algorithm that optimizes the lifetime and memory location of the tensors used to train neural networks. Our method automatically reduces the memory usage of existing neural networks without any of the drawbacks of other techniques. We formulate the problem as a joint integer linear program (ILP). We present several techniques to simplify the encoding of the problem, and enable our approach to scale to the size of state-of-the-art neural networks using an off-the-shelf ILP solver. We experimentally demonstrate that MODeL only takes seconds to allow the training of neural networks using 30% less memory on average. Benoit Steiner, Mostafa Elhoushi, Jacob Kahn, James Hegarty |
ICML | 4 |
| 2016 | Rigel: flexible multi-rate image processing hardwareabstractImage processing algorithms implemented using custom hardware or FPGAs of can be orders-of-magnitude more energy efficient and performant than software. Unfortunately, converting an algorithm by hand to a hardware description language suitable for compilation on these platforms is frequently too time consuming to be practical. Recent work on hardware synthesis of high-level image processing languages demonstrated that a single-rate pipeline of stencil kernels can be synthesized into hardware with provably minimal buffering. Unfortunately, few advanced image processing or vision algorithms fit into this highly-restricted programming model. In this paper, we present Rigel, which takes pipelines specified in our new multi-rate architecture and lowers them to FPGA implementations. Our flexible multi-rate architecture supports pyramid image processing, sparse computations, and space-time implementation tradeoffs. We demonstrate depth from stereo, Lucas-Kanade, the SIFT descriptor, and a Gaussian pyramid running on two FPGA boards. Our system can synthesize hardware for FPGAs with up to 436 Megapixels/second throughput, and up to 297x faster runtime than a tablet-class ARM CPU. James Hegarty, Ross Daly, Zach DeVito, Mark Horowitz, Pat Hanrahan, Jonathan Ragan-Kelley |
ACM Trans. Graph. | 1 |
| 2014 | Darkroom: compiling high-level image processing code into hardware pipelinesabstractSpecialized image signal processors (ISPs) exploit the structure of image processing pipelines to minimize memory bandwidth using the architectural pattern of line-buffering , where all intermediate data between each stage is stored in small on-chip buffers. This provides high energy efficiency, allowing long pipelines with tera-op/sec. image processing in battery-powered devices, but traditionally requires painstaking manual design in hardware. Based on this pattern, we present Darkroom, a language and compiler for image processing. The semantics of the Darkroom language allow it to compile programs directly into line-buffered pipelines, with all intermediate values in local line-buffer storage, eliminating unnecessary communication with off-chip DRAM. We formulate the problem of optimally scheduling line-buffered pipelines to minimize buffering as an integer linear program. Finally, given an optimally scheduled pipeline, Darkroom synthesizes hardware descriptions for ASIC or FPGA, or fast CPU code. We evaluate Darkroom implementations of a range of applications, including a camera pipeline, low-level feature detection algorithms, and deblurring. For many applications, we demonstrate gigapixel/sec. performance in under 0.5mm 2 of ASIC silicon at 250 mW (simulated on a 45nm foundry process), real-time 1080p/60 video processing using a fraction of the resources of a modern FPGA, and tens of megapixels/sec. of throughput on a quad-core x86 processor. James Hegarty, John S. Brunhaver, Zach DeVito, Jonathan Ragan-Kelley, Noy Cohen, Steven Bell, Artem Vasilyev, Mark Horowitz, Pat Hanrahan |
ACM Trans. Graph. | 1 |
| 2013 | Terra: a multi-stage language for high-performance computingabstractHigh-performance computing applications, such as auto-tuners and domain-specific languages, rely on generative programming techniques to achieve high performance and portability. However, these systems are often implemented in multiple disparate languages and perform code generation in a separate process from program execution, making certain optimizations difficult to engineer. We leverage a popular scripting language, Lua, to stage the execution of a novel low-level language, Terra. Users can implement optimizations in the high-level language, and use built-in constructs to generate and execute high-performance Terra code. To simplify meta-programming, Lua and Terra share the same lexical environment, but, to ensure performance, Terra code can execute independently of Lua's runtime. We evaluate our design by reimplementing existing multi-language systems entirely in Terra. Our Terra-based auto-tuner for BLAS routines performs within 20% of ATLAS, and our DSL for stencil computations runs 2.3x faster than hand-written C. Zach DeVito, James Hegarty, Alex Aiken, Pat Hanrahan, Jan Vitek |
PLDI | 2 |
| 2013 | Stylizing animation by exampleabstractSkilled artists, using traditional media or modern computer painting tools, can create a variety of expressive styles that are very appealing in still images, but have been unsuitable for animation. The key difficulty is that existing techniques lack adequate temporal coherence to animate these styles effectively. Here we augment the range of practical animation styles by extending the guided texture synthesis method of Image Analogies [Hertzmann et al. 2001] to create temporally coherent animation sequences. To make the method art directable, we allow artists to paint portions of keyframes that are used as constraints. The in-betweens calculated by our method maintain stylistic continuity and yet change no more than necessary over time. Pierre Bénard, Forrester Cole, Michael Kass, Igor Mordatch, James Hegarty, Martin Sebastian Senn, Kurt W. Fleischer, Davide Pesare, Katherine Breeden |
ACM Trans. Graph. | 5 |
| 2010 | Reducing shading on GPUs using quad-fragment mergingabstractCurrent 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. | 3 |