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Pedro Boechat

dblp:154/0195 · DBLP profile ↗
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2ranked-venue papers
1as first author
0since 2021 · last 2016
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 2 · 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
2 papers
GPUs and heterogeneous computing · 70% Parallel and multicore computing · 30%
Computer graphics and multimedia
2 papers
Visual content generation and editing · 60% Rendering · 40%

Topics — the 5 heaviest of 7, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Visual content generation and editing
procedural content generation
0.212016
Representing and scheduling procedural generation using operator graphs · ACM Trans. Graph. 2016
GPUs and heterogeneous computing
GPU scheduling
0.212014
Whippletree: task-based scheduling of dynamic workloads on the GPU · ACM Trans. Graph. 2014
Parallel and multicore computing
task scheduling
0.212014
Whippletree: task-based scheduling of dynamic workloads on the GPU · ACM Trans. Graph. 2014
Rendering › global illumination
irradiance caching
0.112014
Whippletree: task-based scheduling of dynamic workloads on the GPU · ACM Trans. Graph. 2014
Rendering
volume rendering
0.112014
Whippletree: task-based scheduling of dynamic workloads on the GPU · ACM Trans. Graph. 2014

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

search heuristics · 0.5operator graph · 0.5GPU scheduling · 0.5task-based parallelism · 0.4SIMD execution · 0.4
YearPublicationVenuePosition
2016 Representing and scheduling procedural generation using operator graphs
abstract
In this paper, we present the concept of operator graph scheduling for high performance procedural generation on the graphics processing unit (GPU). The operator graph forms an intermediate representation that describes all possible operations and objects that can arise during a specific procedural generation. While previous methods have focused on parallelizing a specific procedural approach, the operator graph is applicable to all procedural generation methods that can be described by a graph, such as L-systems, shape grammars, or stack based generation methods. Using the operator graph, we show that all partitions of the graph correspond to possible ways of scheduling a procedural generation on the GPU, including the scheduling strategies of previous work. As the space of possible partitions is very large, we describe three search heuristics, aiding an optimizer in finding the fastest valid schedule for any given operator graph. The best partitions found by our optimizer increase performance of 8 to 30x over the previous state of the art in GPU shape grammar and L-system generation.
Pedro Boechat, Mark Dokter, Michael Kenzel, Hans-Peter Seidel, Dieter Schmalstieg, Markus Steinberger
ACM Trans. Graph.1
2014 Whippletree: task-based scheduling of dynamic workloads on the GPU
abstract
In this paper, we present Whippletree, a novel approach to scheduling dynamic, irregular workloads on the GPU. We introduce a new programming model which offers the simplicity and expressiveness of task-based parallelism while retaining all aspects of the multi-level execution hierarchy essential to unlocking the full potential of a modern GPU. At the same time, our programming model lends itself to efficient implementation on the SIMD-based architecture typical of a current GPU. We demonstrate the practical utility of our model by providing a reference implementation on top of current CUDA hardware. Furthermore, we show that our model compares favorably to traditional approaches in terms of both performance as well as the range of applications that can be covered. We demonstrate the benefits of our model for recursive Reyes rendering, procedural geometry generation and volume rendering with concurrent irradiance caching.
Markus Steinberger, Michael Kenzel, Pedro Boechat, Bernhard Kerbl, Mark Dokter, Dieter Schmalstieg
ACM Trans. Graph.3