Demonstration venue · read-only. Every page can be browsed; the buttons that would change it are switched off. Create an account to run TaxoReview on your own data. A simulation from public publication records: the people listed were not invited and did not agree to review.
? Tutorial for this page

Kerry A. Seitz Jr.

dblp:135/6104 · also Kerry A. Seitz · DBLP profile ↗
← Back
3ranked-venue papers
1as first author
0since 2021 · last 2019
0000-0003-2424-9495ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 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.

Computer graphics and multimedia
2 papers
Rendering · 100%
Software engineering, system software, and programming languages
1 paper
Compilers and program optimization · 50% Programming languages and type systems · 50%

Topics — the 2 heaviest of 5, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Rendering
graphics pipeline
0.212015
Piko: a framework for authoring programmable graphics pipelines · ACM Trans. Graph. 2015
Rendering › graphics pipeline
programmable graphics pipeline
0.212015
Piko: a framework for authoring programmable graphics pipelines · ACM Trans. Graph. 2015

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

design space exploration · 0.8metaprogramming · 0.4meta-programming · 0.4spatial binning · 0.2scheduling · 0.2compiler · 0.2
YearPublicationVenuePosition
2019 Staged metaprogramming for shader system development
abstract
The shader system for a modern game engine comprises much more than just compilation of source code to executable kernels. Shaders must also be exposed to art tools, interfaced with engine code, and specialized for performance. Engines typically address each of these tasks in an ad hoc fashion, without a unifying abstraction. The alternative of developing a more powerful compiler framework is prohibitive for most engines. In this paper, we identify staged metaprogramming as a unifying abstraction and implementation strategy to develop a powerful shader system with modest effort. By using a multi-stage language to perform metaprogramming at compile time, engine-specific code can consume, analyze, transform, and generate shader code that will execute at runtime. Staged metaprogramming reduces the effort required to implement a shader system that provides earlier error detection, avoids repeat declarations of shader parameters, and explores opportunities to improve performance. To demonstrate the value of this approach, we design and implement a shader system, called Selos, built using staged metaprogramming. In our system, shader and application code are written in the same language and can share types and functions. We implement a design space exploration framework for Selos that investigates static versus dynamic composition of shader features, exploring the impact of shader specialization in a deferred renderer. Staged metaprogramming allows Selos to provide compelling features with a simple implementation.
Kerry A. Seitz Jr., Theresa Foley, Serban D. Porumbescu, John D. Owens
ACM Trans. Graph.1
2015 Piko: a framework for authoring programmable graphics pipelines
abstract
We present Piko, a framework for designing, optimizing, and retargeting implementations of graphics pipelines on multiple architectures. Piko programmers express a graphics pipeline by organizing the computation within each stage into spatial bins and specifying a scheduling preference for these bins. Our compiler, Pikoc, compiles this input into an optimized implementation targeted to a massively-parallel GPU or a multicore CPU. Piko manages work granularity in a programmable and flexible manner, allowing programmers to build load-balanced parallel pipeline implementations, to exploit spatial and producer-consumer locality in a pipeline implementation, and to explore tradeoffs between these considerations. We demonstrate that Piko can implement a wide range of pipelines, including rasterization, Reyes, ray tracing, rasterization/ray tracing hybrid, and deferred rendering. Piko allows us to implement efficient graphics pipelines with relative ease and to quickly explore design alternatives by modifying the spatial binning configurations and scheduling preferences for individual stages, all while delivering real-time performance that is within a factor six of state-of-the-art rendering systems.
Anjul Patney, Stanley Tzeng, Kerry A. Seitz Jr., John D. Owens
ACM Trans. Graph.3
2012 Expanding diagnostically labeled datasets using content-based image retrieval
abstract
In computer-aided diagnosis (CAD), having an accurate ground truth is critical. However, the number of databases containing medical images with diagnostic information is limited. Using pulmonary computed tomography (CT) scans, we develop a content-based image retrieval (CBIR) approach to exploit the limited images with diagnostically labeled data in order to annotate unlabeled images with diagnoses. By applying this CBIR method iteratively, we expand the set of diagnosed data available for CAD systems. We evaluate the method by implementing a CAD system that uses undiagnosed lung nodules as queries and retrieves similar nodules from the diagnostically labeled dataset. In calculating the precision of this system, radiologist- and computer-predicted malignancy data are used as ground truth for the undiagnosed query nodules. Our results indicate that CBIR expansion is an effective method for labeling undiagnosed images in order to improve the performance of CAD systems.
Anne-Marie Giuca, Kerry A. Seitz Jr., Jacob D. Furst, Daniela Raicu
ICIP2