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Matthew Keeter

dblp:132/4339 · DBLP profile ↗
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1ranked-venue papers
1as first author
0since 2021 · last 2020
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 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 graphics and multimedia
1 paper
Rendering · 67% Geometric modeling and processing · 33%

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

TopicWeightPapersLastEvidence papers
Geometric modeling and processing › solid modeling
constructive solid geometry
0.412020
Massively parallel rendering of complex closed-form implicit surfaces · ACM Trans. Graph. 2020
Rendering
GPU rendering
0.412020
Massively parallel rendering of complex closed-form implicit surfaces · ACM Trans. Graph. 2020
Rendering › surface rendering
implicit surface rendering
0.412020
Massively parallel rendering of complex closed-form implicit surfaces · ACM Trans. Graph. 2020

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

spatial region hierarchy · 0.4interval arithmetic · 0.4expression reduction · 0.4
YearPublicationVenuePosition
2020 Massively parallel rendering of complex closed-form implicit surfaces
abstract
We present a new method for directly rendering complex closed-form implicit surfaces on modern GPUs, taking advantage of their massive parallelism. Our model representation is unambiguously solid, can be sampled at arbitrary resolution, and supports both constructive solid geometry (CSG) and more unusual modeling operations (e.g. smooth blending of shapes). The rendering strategy scales to large-scale models with thousands of arithmetic operations in their underlying mathematical expressions. Our method only requires C 0 continuity, allowing for warping and blending operations which break Lipshitz continuity. To render a model, its underlying expression is evaluated in a shallow hierarchy of spatial regions, using a high branching factor for efficient parallelization. Interval arithmetic is used to both skip empty regions and construct reduced versions of the expression. The latter is the optimization that makes our algorithm practical: in one benchmark, expression complexity decreases by two orders of magnitude between the original and reduced expressions. Similar algorithms exist in the literature, but tend to be deeply recursive with heterogeneous workloads in each branch, which makes them GPU-unfriendly; our evaluation and expression reduction both run efficiently as massively parallel algorithms, entirely on the GPU. The resulting system renders complex implicit surfaces in high resolution and at interactive speeds. We examine how performance scales with computing power, presenting performance results on hardware ranging from older laptops to modern data-center GPUs, and showing significant improvements at each stage.
Matthew Keeter
ACM Trans. Graph.1