Michael F. Deering

dblp:14/4417 · DBLP profile ↗
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5ranked-venue papers
5as first author
0since 2021 · last 2005
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 4 · 4 first-authorHuman-computer interaction and ubiquitous computing · 3 · 3 first-authorArtificial intelligence and machine learning · 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
4 papers
Rendering · 47% Computational photography and imaging · 42% Geometric modeling and processing · 10%
Computer architecture, parallel and distributed computing, and storage systems
3 papers
Memory systems · 47% GPUs and heterogeneous computing · 20% Integrated circuit design · 20%
Human-computer interaction and pervasive computing
1 paper
Immersive interaction · 100%

Topics — the 11 heaviest of 13, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computational photography and imaging
image formation
0.112005
A photon accurate model of the human eye · ACM Trans. Graph. 2005
Immersive interaction
virtual reality interaction
0.011995
HoloSketch: A Virtual Reality Sketching/Animation Tool · ACM Trans. Comput. Hum. Interact. 1995
Memory systems
DRAM
0.011994
FBRAM: a new form of memory optimized for 3D graphics · SIGGRAPH 1994
Memory systems
processing-in-memory
0.011994
FBRAM: a new form of memory optimized for 3D graphics · SIGGRAPH 1994
Integrated circuit design
ASIC design
0.011993
Leo: a system for cost effective 3D shaded graphics · SIGGRAPH 1993
GPUs and heterogeneous computing
graphics accelerator
0.011993
Leo: a system for cost effective 3D shaded graphics · SIGGRAPH 1993
Immersive interaction
3d user interface
0.011995
HoloSketch: A Virtual Reality Sketching/Animation Tool · ACM Trans. Comput. Hum. Interact. 1995
Rendering › rasterization
z-buffer rendering
0.011994
FBRAM: a new form of memory optimized for 3D graphics · SIGGRAPH 1994
Rendering
shaded display
0.011993
Leo: a system for cost effective 3D shaded graphics · SIGGRAPH 1993
Electronic design automation
hardware/software co-design
0.011984
Hardware and Software Architectures for Efficient AI · AAAI 1984
Hardware accelerators and domain-specific architectures
machine learning accelerator
0.011984
Hardware and Software Architectures for Efficient AI · AAAI 1984

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

wavefront refraction · 0.1retinal cone modeling · 0.1diffraction · 0.1head-tracked stereo display · 0.03d wand manipulator · 0.0read-modify-write optimization · 0.0pixel cache · 0.0parallel rasterization · 0.0graphics microprocessor · 0.0ASIC · 0.0
YearPublicationVenuePosition
2005 A photon accurate model of the human eye
abstract
A photon accurate model of individual cones in the human eye perceiving images on digital display devices is presented. Playback of streams of pixel video data is modeled as individual photon emission events from within the physical substructure of each display pixel. The thus generated electromagnetic wavefronts are refracted through a four surface model of the human cornea and lens, and diffracted at the pupil. The position, size, shape, and orientation of each of the five million photoreceptor cones in the retina are individually modeled by a new synthetic retina model. Photon absorption events map the collapsing wavefront to photon detection events in a particular cone, resulting in images of the photon counts in the retinal cone array. The custom rendering systems used to generate sequences of these images takes a number of optical and physical properties of the image formation into account, including wavelength dependent absorption in the tissues of the eye, and the motion blur caused by slight movement of the eye during a frame of viewing. The creation of this new model is part of a larger framework for understanding how changes to computer graphics rendering algorithms and changes in image display devices are related to artifacts visible to human viewers.
Michael F. Deering
ACM Trans. Graph.1
1995 HoloSketch: A Virtual Reality Sketching/Animation Tool
abstract
This article describes HoloSketch, a virtual reality-based 3D geometry creation and manipulation tool. HoloSketch is aimed at providing nonprogrammers with an easy-to-use 3D “What-You-See-Is-What-You-Get” environment. Using head-tracked stereo shutter glasses and a desktop CRT display configuration, virtual objects can be created with a 3D wand manipulator directly in front of the user, at very high accuracy and much more rapidly than with traditional 3D drawing systems. HoloSketch also supports simple animation and audio control for virtual objects. This article describes the functions of the HoloSketch system, as well as our experience so far with more-general issues of head-tracked stereo 3D user interface design.
Michael F. Deering
ACM Trans. Comput. Hum. Interact.1
1994 FBRAM: a new form of memory optimized for 3D graphics
abstract
FBRAM, a new form of dynamic random access memory that greatly accelerates the rendering of Z-buffered primitives, is presented. Two key concepts make this acceleration possible. The first is to convert the read-modify-write Z-buffer compare and RGBα blend into a single write only operation. The second is to support two levels of rectangularly shaped pixel caches internal to the memory chip. The result is a 10 megabit part that, for 3D graphics, performs read-modify-write cycles ten times faster than conventional 60 ns VRAMs. A four-way interleaved 100MHz FBRAM frame buffer can Z-buffer up to 400 million pixels per second. Working FBRAM prototypes have been fabricated.
Michael F. Deering, Stephen A. Schlapp, Michael G. Lavelle
SIGGRAPH1
1993 Leo: a system for cost effective 3D shaded graphics
abstract
A physically compact, low cost, high performance 3D graphics accelerator is presented. It supports shaded rendering of triangles and antialiased lines into a double-buffered 24-bit true color frame buffer with a 24-bit Z-buffer. Nearly the only chips used besides standard memory parts are 11 ASICs (of four types). Special geometry data reformatting hardware on one ASIC greatly speeds and simplifies the data input pipeline. Floating-point performance is enhanced by another ASIC: a custom graphics microprocessor, with specialized graphics instructions and features. Screen primitive rasterization is carried out in parallel by five drawing ASICs, employing a new partitioning of the back-end rendering task. For typical rendering cases, the only system performance bottleneck is that intrinsically imposed by VRAM.
Michael F. Deering, Scott R. Nelson
SIGGRAPH1
1984 Hardware and Software Architectures for Efficient AI
Michael F. Deering
AAAI1