EDBT 2026 Demo / reviewers in the wild / expert
Wai-Sum Lin
dblp:14/3638
· DBLP profile ↗
1ranked-venue papers
1as 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-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 |
Parallel and multicore computing · 77% High-performance computing · 23% | |
| Computer graphics and multimedia
1 paper |
Rendering · 100% |
Topics — the 3 heaviest of 3, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Rendering
parallel rendering |
0.0 | 1 | 2001 | Adaptive Parallel Rendering on Multiprocessors and Workstation Clusters · IEEE Trans. Parallel Distributed Syst. 2001 |
Parallel and multicore computing
load balancing |
0.0 | 1 | 2001 | Adaptive Parallel Rendering on Multiprocessors and Workstation Clusters · IEEE Trans. Parallel Distributed Syst. 2001 |
High-performance computing › cluster computing
network of workstations |
0.0 | 1 | 2001 | Adaptive Parallel Rendering on Multiprocessors and Workstation Clusters · IEEE Trans. Parallel Distributed Syst. 2001 |
Methods — techniques the papers use, named apart from their topics
adaptive supersampling · 0.1MPI · 0.1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2001 | Adaptive Parallel Rendering on Multiprocessors and Workstation ClustersabstractThis paper presents the design and performance of a new parallel graphics renderer for 3D images. This renderer is based on an adaptive supersampling approach that works for time/space-efficient execution on two classes of parallel computers. Our rendering scheme takes subpixel supersamples only along polygon edges. This leads to a significant reduction in rendering time and in buffer memory requirements. Furthermore, we offer a balanced rasterization of all transformed polygons. Experimental results prove these advantages on both a shared-memory SGI multiprocessor server and a Unix cluster of Sun workstations. We reveal performance effects of the new rendering scheme on subpixel resolution, polygon number, scene complexity, and memory requirements. The balanced parallel renderer demonstrates scalable performance with respect to increase in graphic complexity and in machine size. Our parallel renderer outperforms Crow's scheme in benchmark experiments performed. The improvements are made in three fronts: (1) reduction in rendering time, (2) higher efficiency with balanced workload,: and (3) adaptive to available buffer memory size. The balanced renderer can be more cost-effectively embedded within many 3D graphics algorithms, such as those for edge smoothing and 3D visualization. Our parallel renderer is MPI-coded, offering high portability and cross-platform performance. These advantages can greatly improve the QoS in 3D imaging and in real-time interactive graphics. Wai-Sum Lin, Rynson W. H. Lau, Kai Hwang 0001, Xiaola Lin, Paul Y. S. Cheung |
IEEE Trans. Parallel Distributed Syst. | 1 |