Demo Data from EDBT 2026 / reviewers in the wild / expert
Jeff A. Stuart
dblp:01/4491
· DBLP profile ↗
4ranked-venue papers
3as first author
0since 2021 · last 2011
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Systems, architecture and hardware · 3 · 3 first-authorGraphics, computer vision, multimedia, augmented reality and games · 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 architecture, parallel and distributed computing, and storage systems
1 paper |
GPUs and heterogeneous computing · 77% Parallel and multicore computing · 23% | |
| Computer graphics and multimedia
1 paper |
Rendering · 100% |
Topics — the 5 heaviest of 5, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Rendering
volume rendering |
0.1 | 1 | 2010 | Multi-GPU volume rendering using MapReduce · HPDC 2010 |
GPUs and heterogeneous computing
multi-GPU computing |
0.1 | 1 | 2010 | Multi-GPU volume rendering using MapReduce · HPDC 2010 |
GPUs and heterogeneous computing › multi-GPU computing
multi-GPU rendering |
0.1 | 1 | 2010 | Multi-GPU volume rendering using MapReduce · HPDC 2010 |
Parallel and multicore computing › data-parallel programming
mapreduce |
0.0 | 1 | 2010 | Multi-GPU volume rendering using MapReduce · HPDC 2010 |
Parallel and multicore computing
parallel programming models |
0.0 | 1 | 2010 | Multi-GPU volume rendering using MapReduce · HPDC 2010 |
Methods — techniques the papers use, named apart from their topics
ray casting · 0.2mapreduce · 0.2
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2011 | Multi-GPU MapReduce on GPU ClustersabstractWe present GPMR, our stand-alone MapReduce library that leverages the power of GPU clusters for large-scale computing. To better utilize the GPU, we modify MapReduce by combining large amounts of map and reduce items into chunks and using partial reductions and accumulation. We use persistent map and reduce tasks and stress aspects of GPMR with a set of standard MapReduce benchmarks. We run these benchmarks on a GPU cluster and achieve desirable speedup and efficiency for all benchmarks. We compare our implementation to the current-best GPU-MapReduce library (runs only on a solo GPU) and a highly-optimized multi-core MapReduce to show the power of GPMR. We demonstrate how typical MapReduce tasks are easily modified to fit into GPMR and leverage a GPU cluster. We highlight how total and relative amounts of communication affect GPMR. We conclude with an exposition on the types of MapReduce tasks well-suited to GPMR, and why some tasks need more modifications than others to work well with GPMR. Jeff A. Stuart, John D. Owens |
IPDPS | 1 |
| 2010 | Multi-GPU volume rendering using MapReduceabstractIn this paper we present a multi-GPU parallel volume rendering implemention built using the MapReduce programming model. We give implementation details of the library, including specific optimizations made for our rendering and compositing design. We analyze the theoretical peak performance and bottlenecks for all tasks required and show that our system significantly reduces computation as a bottleneck in the ray-casting phase. We demonstrate that our rendering speeds are adequate for interactive visualization (our system is capable of rendering a 10243 floating-point sampled volume in under one second using 8 GPUs), and that our system is capable of delivering both in-core and out-of-core visualizations. We argue that a multi-GPU MapReduce library is a good fit for parallel volume renderering because it is easy to program for, scales well, and eliminates the need to focus on I/O algorithms thus allowing the focus to be on visualization algorithms instead. We show that our system scales with respect to the size of the volume, and (given enough work) the number of GPUs. Jeff A. Stuart, Cheng-Kai Chen, Kwan-Liu Ma, John D. Owens |
HPDC | 1 |
| 2009 | Message passing on data-parallel architecturesabstractThis paper explores the challenges in implementing a message passing interface usable on systems with data-parallel processors. As a case study, we design and implement the ldquoDCGNrdquo API on NVIDIA GPUs that is similar to MPI and allows full access to the underlying architecture. We introduce the notion of data-parallel thread-groups as a way to map resources to MPI ranks. We use a method that also allows the data-parallel processors to run autonomously from user-written CPU code. In order to facilitate communication, we use a sleep-based polling system to store and retrieve messages. Unlike previous systems, our method provides both performance and flexibility. By running a test suite of applications with different communication requirements, we find that a tolerable amount of overhead is incurred, somewhere between one and five percent depending on the application, and indicate the locations where this overhead accumulates. We conclude that with innovations in chipsets and drivers, this overhead will be mitigated and provide similar performance to typical CPU-based MPI implementations while providing fully-dynamic communication. Jeff A. Stuart, John D. Owens |
IPDPS | 1 |
| 2009 | Out-of-core Data Management for Path Tracing on Hybrid ResourcesabstractAbstract We present a software system that enables path‐traced rendering of complex scenes. The system consists of two primary components: an application layer that implements the basic rendering algorithm, and an out‐of‐core scheduling and data‐management layer designed to assist the application layer in exploiting hybrid computational resources (e.g., CPUs and GPUs) simultaneously. We describe the basic system architecture, discuss design decisions of the system's data‐management layer, and outline an efficient implementation of a path tracer application, where GPUs perform functions such as ray tracing, shadow tracing, importance‐driven light sampling, and surface shading. The use of GPUs speeds up the runtime of these components by factors ranging from two to twenty, resulting in a substantial overall increase in rendering speed. The path tracer scales well with respect to CPUs, GPUs and memory per node as well as scaling with the number of nodes. The result is a system that can render large complex scenes with strong performance and scalability. Brian Budge, Tony Bernardin, Jeff A. Stuart, Shubhabrata Sengupta, Kenneth I. Joy, John D. Owens |
Comput. Graph. Forum | 3 |