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Pradeep Chilka

dblp:11/3396 · DBLP profile ↗
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1ranked-venue papers
0as first author
0since 2021 · last 1988
—ORCID · none

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

Graphics, 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
Processor architecture and microarchitecture · 77% Integrated circuit design · 23%
Computer graphics and multimedia
1 paper
Rendering · 100%

Topics — the 3 heaviest of 3, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Rendering
ray tracing
0.011988
Multiprocessor experiments for high-speed ray tracing · ACM Trans. Graph. 1988
Processor architecture and microarchitecture
multiprocessor architecture
0.011988
Multiprocessor experiments for high-speed ray tracing · ACM Trans. Graph. 1988
Integrated circuit design › VLSI design
VLSI building blocks
0.011988
Multiprocessor experiments for high-speed ray tracing · ACM Trans. Graph. 1988

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

hierarchical data structure · 0.0adaptive information broadcasting · 0.0
YearPublicationVenuePosition
1988 Multiprocessor experiments for high-speed ray tracing
abstract
New single- and multiprocessor models for ray tracing are presented. Important features are (1) the use of custom VLSI building blocks, (2) the use of a modified hierarchical data-structure-based ray tracing algorithm with three disjoint data sets, and (3) scene access through adaptive information broadcasting. A modular design is presented that permits incremental performance enhancement up to two orders of magnitude over conventional minicomputers or workstations. Ray tracing is a surprisingly good application for a shared bus architecture because of the computational complexity of intersecting light rays with graphics objects.
Severin Gaudet, Richard F. Hobson, Pradeep Chilka, Thomas W. Calvert
ACM Trans. Graph.3