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Chih-Chen Kao

dblp:150/3723 · DBLP profile ↗
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5ranked-venue papers
4as first author
1since 2021 · last 2023
0000-0002-7631-2284ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 4 · 3 first-author · 1 since 2021Systems, architecture and hardware · 1 · 1 first-authorHuman-computer interaction and ubiquitous computing · 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 architecture, parallel and distributed computing, and storage systems
2 papers
Parallel and multicore computing · 67% GPUs and heterogeneous computing · 33%
Computer graphics and multimedia
1 paper
Rendering · 100%

Topics — the 7 heaviest of 7, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
GPUs and heterogeneous computing
GPU programming
0.712023
GPU Programming Primitives for Computer Graphics · SIGGRAPH ASIA Courses 2023
Parallel and multicore computing
parallel algorithms
0.712023
GPU Programming Primitives for Computer Graphics · SIGGRAPH ASIA Courses 2023
Parallel and multicore computing › parallel algorithms
parallel primitives
0.712023
GPU Programming Primitives for Computer Graphics · SIGGRAPH ASIA Courses 2023
Rendering
ray tracing
0.312017
A Pipeline-Based Ray-Tracing Runtime System for HSA-Compliant Frameworks · IEEE Trans. Multim. 2017
GPUs and heterogeneous computing › heterogeneous architecture
heterogeneous system architecture
0.312017
A Pipeline-Based Ray-Tracing Runtime System for HSA-Compliant Frameworks · IEEE Trans. Multim. 2017
Parallel and multicore computing
load balancing
0.312017
A Pipeline-Based Ray-Tracing Runtime System for HSA-Compliant Frameworks · IEEE Trans. Multim. 2017
Parallel and multicore computing
parallel programming runtimes
0.312017
A Pipeline-Based Ray-Tracing Runtime System for HSA-Compliant Frameworks · IEEE Trans. Multim. 2017

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

parallel reduction · 0.7parallel prefix scan · 0.7pipeline-based runtime methodology · 0.6
YearPublicationVenuePosition
2023 GPU Programming Primitives for Computer Graphics
abstract
Various parallel algorithms can be decomposed into programming primitives that share similar patterns. This course focuses on studying these programming primitives and their applicability in computer graphics, specifically in the context of massively parallel processing on GPUs. The course begins by establishing a theoretical foundation, followed by practical examples and real-world applications. We explain two pivotal algorithms: parallel reduction and parallel prefix scan in detail, discussing their variants and different implementations. Afterward, we provide a collection of more advanced techniques and tricks applicable across various domains. At the end of the course, we also briefly discuss code optimization.
Daniel Meister 0004, Atsushi Yoshimura, Chih-Chen Kao
SIGGRAPH ASIA Courses3
2018 Exploring hidden coherency of Ray-Tracing for heterogeneous systems using online feedback methodology
Chih-Chen Kao, Wei-Chung Hsu
Vis. Comput.1
2017 A Pipeline-Based Ray-Tracing Runtime System for HSA-Compliant Frameworks
abstract
Ray-tracing has received great attention over the years due to the high demand for global illumination appliances. Due to its embarrassingly parallel characteristics, the ray-tracing algorithm has been ported to the graphics processing unit (GPU) on heterogeneous systems that run thousands of threads in a single-instruction-multiple-thread fashion. However, the irregularity of ray-tracing causes a performance penalty on the GPU. The control flow divergence and early-termination problems severely degrade the hardware utilization, which makes the GPU computation inefficient while traversing through each iteration of the algorithm. Furthermore, additional overheads caused by data marshalling and load unbalancing negate the benefits of using heterogeneous systems. To tackle these issues, we designed a pipeline-based runtime methodology that leverages the features of heterogeneous system architecture (HSA)-compliant heterogeneous frameworks, such as shared virtual memory and fast kernel dispatching. This method merges the workloads from different iteration stages and dispatches them simultaneously. The merged workload is further assigned to a heterogeneous queue to enhance load balancing and scalability. With the proposed technologies, the performance of ray-tracing is enhanced significantly while effectively increasing the utilization of HSA-compliant heterogeneous systems. Based on the experiment results, the throughput becomes 4.37 times greater than the original setup on average in a single GPU mode and would always yield a greater throughput with a heterogeneous queue on multiple cores.
Chih-Chen Kao, Yu-Tsung Miao, Wei-Chung Hsu
IEEE Trans. Multim.1
2016 A pipeline-based runtime technique for improving Ray-Tracing on HSA-compliant systems
abstract
The prevalence of real time multimedia delivery appliances has led to the developments of a variety of efficient architectures and supporting software technologies. Especially, Ray-Tracing, a well-known physically-based rendering algorithm, has been receiving great attention in research and development. Unfortunately, Ray-Tracing algorithm, being one of the irregular applications, suffers from the performance penalty on SIMT-based machines such as GPGPUs. Specifically, the branch divergence and early-termination issues caused by the irregularity severely degrade the overall hardware utilization, which makes the computation on GPGPU inefficient while traversing through each iterative stages of the algorithm. The probabilistic termination of ray-tracing paths poses a critical issue for efficient parallel execution on GPGPUs. Moreover, the conventional overhead of memory transfer limits the effectiveness of data marshaling for GPU computing. To address these problems, we proposed a pipeline-based Runtime technique which leverages the feature of Shared-Virtual-Memory (SVM) of the HSA-compliant systems that combines and regroups the workload from different stages into one kernel computation in Ray-Tracing and greatly improved the resource utilization of GPGPU. Our experiments illustrate that the proposed runtime technique can boost ray-tracing performance significantly while effectively increase the utilization of HSA-compliant heterogeneous systems.
Chih-Chen Kao, Yu-Tsung Miao, Wei-Chung Hsu
ICME1
2014 An Adaptive Heterogeneous Runtime for Irregular Applications in the Case of Ray-Tracing (Extended Abstract)
Chih-Chen Kao, Wei-Chung Hsu
NPC1