EDBT 2026 Demo / reviewers in the wild / expert
Muhammad A. Awad
dblp:133/0442
· DBLP profile ↗
7ranked-venue papers
3as first author
1since 2021 · last 2022
0000-0002-6914-493XORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 4Systems, architecture and hardware · 3 · 3 first-author · 1 since 2021
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% Storage systems · 23% | |
| Computer graphics and multimedia
2 papers |
Rendering · 78% Geometric modeling and processing · 22% |
Topics — the 7 heaviest of 7, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
GPUs and heterogeneous computing › GPU programming
GPU data structures |
0.4 | 1 | 2019 | Engineering a high-performance GPU B-Tree · PPoPP 2019 |
GPUs and heterogeneous computing › GPU memory
GPU memory hierarchy |
0.4 | 1 | 2019 | Engineering a high-performance GPU B-Tree · PPoPP 2019 |
Rendering › sampling
blue noise sampling |
0.3 | 1 | 2018 | Spoke-Darts for High-Dimensional Blue-Noise Sampling · ACM Trans. Graph. 2018 |
Rendering
sampling |
0.3 | 1 | 2018 | Spoke-Darts for High-Dimensional Blue-Noise Sampling · ACM Trans. Graph. 2018 |
Geometric modeling and processing
point cloud processing |
0.2 | 1 | 2014 | Improving spatial coverage while preserving the blue noise of point sets · Comput. Aided Des. 2014 |
Storage systems › indexing
b-tree |
0.1 | 1 | 2019 | Engineering a high-performance GPU B-Tree · PPoPP 2019 |
Storage systems › indexing
index structure |
0.1 | 1 | 2019 | Engineering a high-performance GPU B-Tree · PPoPP 2019 |
Methods — techniques the papers use, named apart from their topics
lock-free synchronization · 0.4contention analysis · 0.4line sampling · 0.3advancing front · 0.3
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2022 | A GPU Multiversion B-TreeabstractWe introduce a GPU B-Tree that supports snapshots and offers updates, point queries, and linearizable multipoint queries. The supported operations can be performed in a phase-concurrent, asynchronous, or fully-concurrent fashion. Our B-Tree uses cache-line-sized nodes linked together to form a version list and a GPU epoch-based reclamation scheme to reclaim older nodes' versions safely. Our data structure supports snapshots with minimal overhead in point queries (1.04× slower) and insertions (1.11× slower) versus a B-Tree that does not support versioning. Our linearizable B-Tree performs similarly to the non-linearizable baseline for read-heavy workloads and 2.39× slower for write-heavy workloads when performing concurrent range queries and insertions. In addition, we introduce different GPU-aware snapshot scopes that allow the use of our data structure for phase-concurrent (synchronous), stream-concurrent (asynchronous), and on-device fully-concurrent operations. Muhammad A. Awad, Serban D. Porumbescu, John D. Owens |
PACT | 1 |
| 2020 | Dynamic Graphs on the GPUabstractWe present a fast dynamic graph data structure for the GPU. Our dynamic graph structure uses one hash table per vertex to store adjacency lists and achieves 3.4-14.8x faster insertion rates over the state of the art across a diverse set of large datasets, as well as deletion speedups up to 7.8x. The data structure supports queries and dynamic updates through both edge and vertex insertion and deletion. In addition, we define a comprehensive evaluation strategy based on operations, workloads, and applications that we believe better characterize and evaluate dynamic graph data structures. Muhammad A. Awad, Saman Ashkiani, Serban D. Porumbescu, John D. Owens |
IPDPS | 1 |
| 2019 | Engineering a high-performance GPU B-TreeabstractWe engineer a GPU implementation of a B-Tree that supports concurrent queries (point, range, and successor) and updates (insertions and deletions). Our B-tree outperforms the state of the art, a GPU log-structured merge tree (LSM) and a GPU sorted array. In particular, point and range queries are significantly faster than in a GPU LSM (the GPU LSM does not implement successor queries). Furthermore, B-Tree insertions are also faster than LSM and sorted array insertions unless insertions come in batches of more than roughly 100k. Because we cache the upper levels of the tree, we achieve lookup throughput that exceeds the DRAM bandwidth of the GPU. We demonstrate that the key limiter of performance on a GPU is contention and describe the design choices that allow us to achieve this high performance. Muhammad A. Awad, Saman Ashkiani, Rob Johnson 0001, Martin Farach-Colton, John D. Owens |
PPoPP | 1 |
| 2018 | Spoke-Darts for High-Dimensional Blue-Noise SamplingabstractBlue noise sampling has proved useful for many graphics applications, but remains underexplored in high-dimensional spaces due to the difficulty of generating distributions and proving properties about them. We present a blue noise sampling method with good quality and performance across different dimensions. The method, spoke-dart sampling, shoots rays from prior samples and selects samples from these rays. It combines the advantages of two major high-dimensional sampling methods: the locality of advancing front with the dimensionality-reduction of hyperplanes, specifically line sampling. We prove that the output sampling is saturated with high probability, with bounds on distances between pairs of samples and between any domain point and its nearest sample. We demonstrate spoke-dart applications for approximate Delaunay graph construction, global optimization, and robotic motion planning. Both the blue-noise quality of the output distribution and the adaptability of the intermediate processes of our method are useful in these applications. Scott A. Mitchell, Mohamed S. Ebeida, Muhammad A. Awad, Chonhyon Park, Anjul Patney, Ahmad A. Rushdi, Laura Painton Swiler, Dinesh Manocha, Li-Yi Wei |
ACM Trans. Graph. | 3 |
| 2016 | Disk Density Tuning of a Maximal Random PackingabstractWe introduce an algorithmic framework for tuning the spatial density of disks in a maximal random packing, without changing the sizing function or radii of disks. Starting from any maximal random packing such as a Maximal Poisson-disk Sampling (MPS), we iteratively relocate, inject (add), or eject (remove) disks, using a set of three successively more-aggressive local operations. We may achieve a user-defined density, either more dense or more sparse, almost up to the theoretical structured limits. The tuned samples are conflict-free, retain coverage maximality, and, except in the extremes, retain the blue noise randomness properties of the input. We change the density of the packing one disk at a time, maintaining the minimum disk separation distance and the maximum domain coverage distance required of any maximal packing. These properties are local, and we can handle spatially-varying sizing functions. Using fewer points to satisfy a sizing function improves the efficiency of some applications. We apply the framework to improve the quality of meshes, removing non-obtuse angles; and to more accurately model fiber reinforced polymers for elastic and failure simulations. Mohamed S. Ebeida, Ahmad A. Rushdi, Muhammad A. Awad, Ahmed H. Mahmoud, Dong-Ming Yan 0001, Shawn A. English, John D. Owens, Chandrajit L. Bajaj, Scott A. Mitchell |
Comput. Graph. Forum | 3 |
| 2014 | Improving spatial coverage while preserving the blue noise of point sets
Mohamed S. Ebeida, Muhammad A. Awad, Xiaoyin Ge, Ahmed H. Mahmoud, Scott A. Mitchell, Patrick M. Knupp, Li-Yi Wei |
Comput. Aided Des. | 2 |
| 2013 | Sifted DisksabstractAbstract We introduce the Sifted Disk technique for locally resampling a point cloud in order to reduce the number of points. Two neighboring points are removed and we attempt to find a single random point that is sufficient to replace them both. The resampling respects the original sizing function; In that sense it is not a coarsening. The angle and edge length guarantees of a Delaunay triangulation of the points are preserved. The sifted point cloud is still suitable for texture synthesis because the Fourier spectrum is largely unchanged. We provide an efficient algorithm, and demonstrate that sifting uniform Maximal Poisson‐disk Sampling (MPS) and Delaunay Refinement (DR) points reduces the number of points by about 25%, and achieves a density about 1/3 more than the theoretical minimum. We show two‐dimensional stippling and meshing applications to demonstrate the significance of the concept. Mohamed S. Ebeida, Ahmed H. Mahmoud, Muhammad A. Awad, Mohammed A. Mohammed, Scott A. Mitchell, Alexander Rand, John D. Owens |
Comput. Graph. Forum | 3 |