EDBT 2026 Demo / reviewers in the wild / expert
Michael Mara
dblp:116/0841
· DBLP profile ↗
6ranked-venue papers
2as first author
1since 2021 · last 2021
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 6 · 2 first-author · 1 since 2021Human-computer interaction and ubiquitous computing · 3 · 1 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.
| Software engineering, system software, and programming languages
2 papers |
Programming languages and type systems · 61% Compilers and program optimization · 39% | |
| Computer graphics and multimedia
2 papers |
Rendering · 75% Computational photography and imaging · 25% | |
| Computer architecture, parallel and distributed computing, and storage systems
1 paper |
GPUs and heterogeneous computing · 100% | |
| Theoretical computer science
1 paper |
Mathematical optimization · 100% |
Topics — the 8 heaviest of 9, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Programming languages and type systems
domain-specific languages |
0.8 | 2 | 2021 | Thallo - Scheduling for High-Performance Large-Scale Non-Linear Least-Squares Solvers · ACM Trans. Graph. 2021 Opt: A Domain Specific Language for Non-Linear Least Squares Optimization in Graphics and Imaging · ACM Trans. Graph. 2017 |
Compilers and program optimization
scheduling language |
0.5 | 1 | 2021 | Thallo - Scheduling for High-Performance Large-Scale Non-Linear Least-Squares Solvers · ACM Trans. Graph. 2021 |
GPUs and heterogeneous computing
GPU performance optimization |
0.5 | 1 | 2021 | Thallo - Scheduling for High-Performance Large-Scale Non-Linear Least-Squares Solvers · ACM Trans. Graph. 2021 |
Rendering
rasterization |
0.3 | 1 | 2017 | Phenomenological Transparency · IEEE Trans. Vis. Comput. Graph. 2017 |
Rendering
real-time rendering |
0.3 | 1 | 2017 | Phenomenological Transparency · IEEE Trans. Vis. Comput. Graph. 2017 |
Rendering › surface rendering
transparency rendering |
0.3 | 1 | 2017 | Phenomenological Transparency · IEEE Trans. Vis. Comput. Graph. 2017 |
Mathematical optimization
large-scale optimization |
0.1 | 1 | 2021 | Thallo - Scheduling for High-Performance Large-Scale Non-Linear Least-Squares Solvers · ACM Trans. Graph. 2021 |
Mathematical optimization › least squares
nonlinear least squares |
0.1 | 1 | 2021 | Thallo - Scheduling for High-Performance Large-Scale Non-Linear Least-Squares Solvers · ACM Trans. Graph. 2021 |
Methods — techniques the papers use, named apart from their topics
shader-like representation · 1.5code transformation · 1.5autoscheduling · 1.5levenberg-marquardt · 0.6gauss-newton · 0.6GPU solver · 0.6volumetric rendering · 0.3order-independent transparency · 0.3
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2021 | Thallo - Scheduling for High-Performance Large-Scale Non-Linear Least-Squares SolversabstractLarge-scale optimization problems at the core of many graphics, vision, and imaging applications are often implemented by hand in tedious and error-prone processes in order to achieve high performance (in particular on GPUs), despite recent developments in libraries and DSLs. At the same time, these hand-crafted solver implementations reveal that the key for high performance is a problem-specific schedule that enables efficient usage of the underlying hardware. In this work, we incorporate this insight into Thallo, a domain-specific language for large-scale non-linear least squares optimization problems. We observe various code reorganizations performed by implementers of high-performance solvers in the literature, and then define a set of basic operations that span these scheduling choices, thereby defining a large scheduling space. Users can either specify code transformations in a scheduling language or use an autoscheduler. Thallo takes as input a compact, shader-like representation of an energy function and a (potentially auto-generated) schedule, translating the combination into high-performance GPU solvers. Since Thallo can generate solvers from a large scheduling space, it can handle a large set of large-scale non-linear and non-smooth problems with various degrees of non-locality and compute-to-memory ratios, including diverse applications such as bundle adjustment, face blendshape fitting, and spatially-varying Poisson deconvolution, as seen in Figure 1. Abstracting schedules from the optimization, we outperform state-of-the-art GPU-based optimization DSLs by an average of 16× across all applications introduced in this work, and even some published hand-written GPU solvers by 30%+. Michael Mara, Felix Heide, Michael Zollhöfer, Matthias Nießner, Pat Hanrahan |
ACM Trans. Graph. | 1 |
| 2017 | Opt: A Domain Specific Language for Non-Linear Least Squares Optimization in Graphics and ImagingabstractMany graphics and vision problems can be expressed as non-linear least squares optimizations of objective functions over visual data, such as images and meshes. The mathematical descriptions of these functions are extremely concise, but their implementation in real code is tedious, especially when optimized for real-time performance on modern GPUs in interactive applications. In this work, we propose a new language, Opt, 1 for writing these objective functions over image- or graph-structured unknowns concisely and at a high level. Our compiler automatically transforms these specifications into state-of-the-art GPU solvers based on Gauss-Newton or Levenberg-Marquardt methods. Opt can generate different variations of the solver, so users can easily explore tradeoffs in numerical precision, matrix-free methods, and solver approaches. In our results, we implement a variety of real-world graphics and vision applications. Their energy functions are expressible in tens of lines of code and produce highly optimized GPU solver implementations. These solvers are competitive in performance with the best published hand-tuned, application-specific GPU solvers, and orders of magnitude beyond a general-purpose auto-generated solver. Zach DeVito, Michael Mara, Michael Zollhöfer, Gilbert Louis Bernstein, Jonathan Ragan-Kelley, Christian Theobalt, Pat Hanrahan, Matthew Fisher, Matthias Nießner |
ACM Trans. Graph. | 2 |
| 2017 | Phenomenological TransparencyabstractTranslucent objects such as fog, clouds, smoke, glass, ice, and liquids are pervasive in cinematic environments because they frame scenes in depth and create visually-compelling shots. Unfortunately, they are hard to render in real-time and have thus previously been rendered poorly compared to opaque surfaces. This paper introduces the first model for a real-time rasterization algorithm that can simultaneously approximate the following transparency phenomena: wavelength-varying ("colored") transmission, translucent colored shadows, caustics, volumetric light and shadowing, partial coverage, diffusion, and refraction. All render efficiently with order-independent draw calls and low bandwidth. We include source code. Morgan McGuire, Michael Mara |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2016 | Extended TimeWarp latency compensation for virtual realityabstractHead-mounted virtual reality displays exhibit latency between sensing the users head position and updating the camera transformation for the image on the screen. With current sensors, rendering pipelines, and displays, this latency is on the order of several milliseconds and is believed to contribute to simulator sickness symptoms of disorientation, headache, and nausea.[LaValle et al. 2014] Daniel Evangelakos, Michael Mara |
I3D | 2 |
| 2016 | A phenomenological scattering model for order-independent transparencyabstractTranslucent objects such as fog, smoke, glass, ice, and liquids are pervasive in cinematic environments because they frame scenes in depth and create visually compelling shots. Unfortunately, they are hard to simulate in real-time and have thus previously been rendered poorly compared to opaque surfaces in games. Morgan McGuire, Michael Mara |
I3D | 2 |
| 2013 | Toward practical real-time photon mapping: efficient GPU density estimationabstractWe describe the design space for real-time photon density estimation, the key step of rendering global illumination (GI) via photon mapping. We then detail and analyze efficient GPU implementations of four best-of-breed algorithms. All produce reasonable results on NVIDIA GeForce 670 at 1920 × 1080 for complex scenes with multiple-bounce diffuse effects, caustics, and glossy reflection in real-time. Across the designs we conclude that tiled, deferred photon gathering in a compute shader gives the best combination of performance and quality. Michael Mara, David P. Luebke, Morgan McGuire |
I3D | 1 |