EDBT 2026 Demo / reviewers in the wild / expert
Ziyad S. Hakura
dblp:13/3216
· DBLP profile ↗
2ranked-venue papers
2as first author
0since 2021 · last 2001
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Systems, architecture and hardware · 1 · 1 first-authorSoftware engineering, systems software and programming languages · 1 · 1 first-authorGraphics, computer vision, multimedia, augmented reality and games · 1 · 1 first-authorHuman-computer interaction and ubiquitous computing · 1 · 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.
| Computer architecture, parallel and distributed computing, and storage systems
1 paper |
Memory systems · 100% | |
| Computer graphics and multimedia
1 paper |
Rendering · 100% |
Topics — the 4 heaviest of 4, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Rendering
texture mapping |
0.0 | 1 | 1997 | The Design and Analysis of a Cache Architecture for Texture Mapping · ISCA 1997 |
Memory systems › cache
cache behavior |
0.0 | 1 | 1997 | The Design and Analysis of a Cache Architecture for Texture Mapping · ISCA 1997 |
Memory systems
cache design |
0.0 | 1 | 1997 | The Design and Analysis of a Cache Architecture for Texture Mapping · ISCA 1997 |
Memory systems › cache
texture cache |
0.0 | 1 | 1997 | The Design and Analysis of a Cache Architecture for Texture Mapping · ISCA 1997 |
Methods — techniques the papers use, named apart from their topics
locality analysis · 0.0cache simulation · 0.0
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2001 | Parameterized environment mapsabstractStatic environment maps fail to capture local reflections including effects like selfreflections and parallax in the reflected imagery. We instead propose parameterized environment maps (PEMs), a set of per-view environment maps which accurately reproduce local reflections at each viewpoint as computed by an offline ray tracer. Even with a small set of viewpoint samples, PEMs support plausible movement away from and between the pre-rendered viewpoint samples while maintaining local reflections. They also make use of environment maps supported in graphics hardware to provide real-time exploration of the pre-rendered space. In addition to parameterization by viewpoint, our notion of PEMextends to general, multidimensional parameterizations of the scene, including relative motions of objects and lighting changes. Our contributions include a technique for inferring environment maps providing a close match to ray-traced imagery. We also explicitly infer and encode all MIPMAP levels of the PEMs to achieve higher accuracy. We propose layered environment maps that separate local and distant reflected geometry. We explore several types of environment maps including finite spheres, ellipsoids, and boxes that better approximate the environmental geometry. We demonstrate results showing faithful local reflections in an interactive viewer. Ziyad S. Hakura, John M. Snyder, Jed Lengyel |
SI3D | 1 |
| 1997 | The Design and Analysis of a Cache Architecture for Texture MappingabstractThe effectiveness of texture mapping in enhancing the realism of computer generated imagery has made support for real-time texture mapping a critical part of graphics pipelines. Despite a recent surge in interest in three-dimensional graphics from computer architects, high-quality high-speed texture mapping has so far been confined to costly hardware systems that use brute-force techniques to achieve high performance. One obstacle faced by designers of texture mapping systems is the requirement of extremely high bandwidth to texture memory. High bandwidth is necessary since there are typically tens to hundreds of millions of accesses to texture memory per second. In addition, to achieve the high clock rates required in graphics pipelines, low-latency access to texture memory is needed. In this paper, we propose the use of texture image caches to alleviate the above bottlenecks, and evaluate various tradeoffs that arise in such designs.We find that the factors important to cache behavior are (i) the representation of texture images in memory, (ii) the rasterization order on screen and (iii) the cache organization. Through a detailed investigation of these issues, we explore the best way to exploit locality of reference and determine whether this technique is robust with respect to different scenes and different amounts of texture. Overall, we observe that there is a significant amount of temporal and spatial locality and that the working set sizes are relatively small (at most 16KB) across all cases that we studied. Consequently, the memory bandwidth requirements of a texture cache system are substantially lower (at least three times and as much as fifteen times) than the memory bandwidth requirements of a system which achieves equivalent performance but does not utilize a cache. These results are very encouraging and indicate that caching is a promising approach to designing memory systems for texture mapping. Ziyad S. Hakura, Anoop Gupta |
ISCA | 1 |