Demo Data from EDBT 2026 / reviewers in the wild / expert
Chih-Chen Kao
dblp:150/3723
· DBLP profile ↗
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
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
GPUs and heterogeneous computing
GPU programming |
0.7 | 1 | 2023 | GPU Programming Primitives for Computer Graphics · SIGGRAPH ASIA Courses 2023 |
Parallel and multicore computing
parallel algorithms |
0.7 | 1 | 2023 | GPU Programming Primitives for Computer Graphics · SIGGRAPH ASIA Courses 2023 |
Parallel and multicore computing › parallel algorithms
parallel primitives |
0.7 | 1 | 2023 | GPU Programming Primitives for Computer Graphics · SIGGRAPH ASIA Courses 2023 |
Rendering
ray tracing |
0.3 | 1 | 2017 | A Pipeline-Based Ray-Tracing Runtime System for HSA-Compliant Frameworks · IEEE Trans. Multim. 2017 |
GPUs and heterogeneous computing › heterogeneous architecture
heterogeneous system architecture |
0.3 | 1 | 2017 | A Pipeline-Based Ray-Tracing Runtime System for HSA-Compliant Frameworks · IEEE Trans. Multim. 2017 |
Parallel and multicore computing
load balancing |
0.3 | 1 | 2017 | A Pipeline-Based Ray-Tracing Runtime System for HSA-Compliant Frameworks · IEEE Trans. Multim. 2017 |
Parallel and multicore computing
parallel programming runtimes |
0.3 | 1 | 2017 | 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
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2023 | GPU Programming Primitives for Computer GraphicsabstractVarious 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 Courses | 3 |
| 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 FrameworksabstractRay-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 systemsabstractThe 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 |
ICME | 1 |
| 2014 | An Adaptive Heterogeneous Runtime for Irregular Applications in the Case of Ray-Tracing (Extended Abstract)
Chih-Chen Kao, Wei-Chung Hsu |
NPC | 1 |