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David Adler

dblp:149/8883 · DBLP profile ↗
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7ranked-venue papers
0as first author
1since 2021 · last 2025
—ORCID · conflict

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

Graphics, computer vision, multimedia, augmented reality and games · 6Systems, architecture and hardware · 1 · 1 since 2021Software engineering, systems software and programming languages · 1 · 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 graphics and multimedia
2 papers
Rendering · 81% Image and video processing · 19%
Network and information security
1 paper
Hardware security and side channels · 100%
Computer architecture, parallel and distributed computing, and storage systems
1 paper
Electronic design automation · 77% Processor architecture and microarchitecture · 23%

Topics — the 10 heaviest of 10, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Hardware security and side channels › microarchitectural attacks › transient execution attack › speculative execution attack
spectre defense
0.912025
AMuLeT: Automated Design-Time Testing of Secure Speculation Countermeasures · ASPLOS (2) 2025
Hardware security and side channels › microarchitectural attacks › transient execution attack
speculative execution attack
0.912025
AMuLeT: Automated Design-Time Testing of Secure Speculation Countermeasures · ASPLOS (2) 2025
Electronic design automation
hardware verification and test
0.912025
AMuLeT: Automated Design-Time Testing of Secure Speculation Countermeasures · ASPLOS (2) 2025
Image and video processing › image restoration
image denoising
0.312018
Denoising with kernel prediction and asymmetric loss functions · ACM Trans. Graph. 2018
Rendering
monte carlo rendering
0.312018
Denoising with kernel prediction and asymmetric loss functions · ACM Trans. Graph. 2018
Rendering › ray tracing
path tracing
0.312018
The Design and Evolution of Disney's Hyperion Renderer · ACM Trans. Graph. 2018
Rendering
physically based rendering
0.312018
The Design and Evolution of Disney's Hyperion Renderer · ACM Trans. Graph. 2018
Rendering
ray tracing
0.312018
The Design and Evolution of Disney's Hyperion Renderer · ACM Trans. Graph. 2018
Processor architecture and microarchitecture › speculative execution
secure speculation
0.312025
AMuLeT: Automated Design-Time Testing of Secure Speculation Countermeasures · ASPLOS (2) 2025
Rendering › sampling
adaptive sampling
0.112018
Denoising with kernel prediction and asymmetric loss functions · ACM Trans. Graph. 2018

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

automated design-time testing · 1.7sorted ray batches · 0.3kernel prediction · 0.3global illumination · 0.3convolutional neural network · 0.3asymmetric loss · 0.3
YearPublicationVenuePosition
2025 AMuLeT: Automated Design-Time Testing of Secure Speculation Countermeasures
abstract
In recent years, several hardware-based countermeasures proposed to mitigate Spectre attacks have been shown to be insecure. To enable the development of effective secure speculation countermeasures, we need easy-to-use tools that can automatically test their security guarantees early-on in the design phase to facilitate rapid prototyping.
Leo Tenenbaum, David Adler, Assaf Klein, Arpit Gogia, Alaa R. Alameldeen, Marco Guarnieri, Mark Silberstein, Oleksii Oleksenko, Gururaj Saileshwar
ASPLOS (2)3
2019 Denoising Deep Monte Carlo Renderings
abstract
Abstract We present a novel algorithm to denoise deep Monte Carlo renderings, in which pixels contain multiple colour values, each for a different range of depths. Deep images are a more expressive representation of the scene than conventional flat images. However, since each depth bin receives only a fraction of the flat pixel's samples, denoising the bins is harder due to the less accurate mean and variance estimates. Furthermore, deep images lack a regular structure in depth—the number of depth bins and their depth ranges vary across pixels. This prevents a straightforward application of patch‐based distance metrics frequently used to improve the robustness of existing denoising filters. We address these constraints by combining a flat image‐space non‐local means filter operating on pixel colours with a deep cross‐bilateral filter operating on auxiliary features (albedo, normal, etc.). Our approach significantly reduces noise in deep images while preserving their structure. To our best knowledge, our algorithm is the first to enable efficient deep‐compositing workflows with denoised Monte Carlo renderings. We demonstrate the performance of our filter on a range of scenes highlighting the challenges and advantages of denoising deep images.
Delio Vicini, David Adler, Jan Novák, Fabrice Rousselle, Brent Burley
Comput. Graph. Forum2
2018 The Design and Evolution of Disney's Hyperion Renderer
abstract
Walt Disney Animation Studios has transitioned to path-traced global illumination as part of a progression of brute-force physically based rendering in the name of artist efficiency. To achieve this without compromising our geometric or shading complexity, we built our Hyperion renderer based on a novel architecture that extracts traversal and shading coherence from large, sorted ray batches. In this article, we describe our architecture and discuss our design decisions. We also explain how we are able to provide artistic control in a physically based renderer, and we demonstrate through case studies how we have benefited from having a proprietary renderer that can evolve with production needs.
Brent Burley, David Adler, Matt Jen-Yuan Chiang, Hank Driskill, Ralf Habel, Patrick Kelly, Peter Kutz, Yining Karl Li, Daniel Teece
ACM Trans. Graph.2
2018 Denoising with kernel prediction and asymmetric loss functions
abstract
We present a modular convolutional architecture for denoising rendered images. We expand on the capabilities of kernel-predicting networks by combining them with a number of task-specific modules, and optimizing the assembly using an asymmetric loss. The source-aware encoder---the first module in the assembly---extracts low-level features and embeds them into a common feature space, enabling quick adaptation of a trained network to novel data. The spatial and temporal modules extract abstract, high-level features for kernel-based reconstruction, which is performed at three different spatial scales to reduce low-frequency artifacts. The complete network is trained using a class of asymmetric loss functions that are designed to preserve details and provide the user with a direct control over the variance-bias trade-off during inference. We also propose an error-predicting module for inferring reconstruction error maps that can be used to drive adaptive sampling. Finally, we present a theoretical analysis of convergence rates of kernel-predicting architectures, shedding light on why kernel prediction performs better than synthesizing the colors directly, complementing the empirical evidence presented in this and previous works. We demonstrate that our networks attain results that compare favorably to state-of-the-art methods in terms of detail preservation, low-frequency noise removal, and temporal stability on a variety of production and academic datasets.
Thijs Vogels, Fabrice Rousselle, Brian McWilliams, Gerhard Röthlin, Alex Harvill, David Adler, Mark Meyer, Jan Novák
ACM Trans. Graph.6
2016 Nonlinearly Weighted First-order Regression for Denoising Monte Carlo Renderings
abstract
We address the problem of denoising Monte Carlo renderings by studying existing approaches and proposing a new algorithm that yields state-of-the-art performance on a wide range of scenes. We analyze existing approaches from a theoretical and empirical point of view, relating the strengths and limitations of their corresponding components with an emphasis on production requirements. The observations of our analysis instruct the design of our new filter that offers high-quality results and stable performance. A key observation of our analysis is that using auxiliary buffers (normal, albedo, etc.) to compute the regression weights greatly improves the robustness of zero-order models, but can be detrimental to first-order models. Consequently, our filter performs a first-order regression leveraging a rich set of auxiliary buffers only when fitting the data, and, unlike recent works, considers the pixel color alone when computing the regression weights. We further improve the quality of our output by using a collaborative denoising scheme. Lastly, we introduce a general mean squared error estimator, which can handle the collaborative nature of our filter and its nonlinear weights, to automatically set the bandwidth of our regression kernel.
Benedikt Bitterli, Fabrice Rousselle, Bochang Moon, José Antonio Iglesias Guitián, David Adler, Kenny Mitchell, Wojciech Jarosz, Jan Novák
Comput. Graph. Forum5
2015 Path-space Motion Estimation and Decomposition for Robust Animation Filtering
abstract
Abstract Renderings of animation sequences with physics‐based Monte Carlo light transport simulations are exceedingly costly to generate frame‐by‐frame, yet much of this computation is highly redundant due to the strong coherence in space, time and among samples. A promising approach pursued in prior work entails subsampling the sequence in space, time, and number of samples, followed by image‐based spatio‐temporal upsampling and denoising. These methods can provide significant performance gains, though major issues remain: firstly, in a multiple scattering simulation, the final pixel color is the composite of many different light transport phenomena, and this conflicting information causes artifacts in image‐based methods. Secondly, motion vectors are needed to establish correspondence between the pixels in different frames, but it is unclear how to obtain them for most kinds of light paths (e.g. an object seen through a curved glass panel). To reduce these ambiguities, we propose a general decomposition framework, where the final pixel color is separated into components corresponding to disjoint subsets of the space of light paths. Each component is accompanied by motion vectors and other auxiliary features such as reflectance and surface normals. The motion vectors of specular paths are computed using a temporal extension of manifold exploration and the remaining components use a specialized variant of optical flow. Our experiments show that this decomposition leads to significant improvements in three image‐based applications: denoising, spatial upsampling, and temporal interpolation.
Henning Zimmer, Fabrice Rousselle, Wenzel Jakob, Oliver Wang, David Adler, Wojciech Jarosz, Olga Sorkine-Hornung, Alexander Sorkine-Hornung
Comput. Graph. Forum5
1984 The analysis of non-oscillating transients using the covariance method with many different orders
abstract
We discuss the use of the covariance method for the analysis of transients, in particular to determine the number and time constants of decaying exponentials. We propose a new technique, involving the repeated use of the covariance method with many different orders, all larger than the the actual number of terms in the transient, and a comparison the results as a good means for the estimation of the true values of the parameters of interest.
Finley R. Shapiro, Stephen D. Senturia, David Adler
ICASSP3