Demo Data from EDBT 2026 / reviewers in the wild / expert
Andrew Kensler
dblp:165/9826 · also Andrew E. Kensler
· DBLP profile ↗
10ranked-venue papers
0as first author
1since 2021 · last 2024
0009-0000-6927-0883ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 8 · 1 since 2021Systems, architecture and hardware · 2Human-computer interaction and ubiquitous computing · 1
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 · 85% Image and video processing · 8% Visualization and visual analytics · 6% | |
| Computer architecture, parallel and distributed computing, and storage systems
2 papers |
Processor architecture and microarchitecture · 66% Memory systems · 20% High-performance computing · 15% |
Topics — the 8 heaviest of 11, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Rendering
global illumination |
0.3 | 1 | 2018 | RenderMan: An Advanced Path-Tracing Architecture for Movie Rendering · ACM Trans. Graph. 2018 |
Rendering › ray tracing
path tracing |
0.3 | 1 | 2018 | RenderMan: An Advanced Path-Tracing Architecture for Movie Rendering · ACM Trans. Graph. 2018 |
Rendering
ray tracing |
0.2 | 3 | 2009 | TRaX: A Multicore Hardware Architecture for Real-Time Ray Tracing · IEEE Trans. Comput. Aided Des. Integr. Circuits Syst. 2009 A Coherent Grid Traversal Approach to Visualizing Particle-Based Simulation Data · IEEE Trans. Vis. Comput. Graph. 2007 Ray tracing animated scenes using coherent grid traversal · ACM Trans. Graph. 2006 |
Image and video processing › image restoration
denoising |
0.1 | 1 | 2018 | RenderMan: An Advanced Path-Tracing Architecture for Movie Rendering · ACM Trans. Graph. 2018 |
Rendering › ray tracing
real-time ray tracing |
0.1 | 1 | 2009 | TRaX: A Multicore Hardware Architecture for Real-Time Ray Tracing · IEEE Trans. Comput. Aided Des. Integr. Circuits Syst. 2009 |
Processor architecture and microarchitecture
chip multiprocessor |
0.1 | 1 | 2009 | TRaX: A Multicore Hardware Architecture for Real-Time Ray Tracing · IEEE Trans. Comput. Aided Des. Integr. Circuits Syst. 2009 |
Visualization and visual analytics › flow visualization
particle visualization |
0.1 | 1 | 2007 | A Coherent Grid Traversal Approach to Visualizing Particle-Based Simulation Data · IEEE Trans. Vis. Comput. Graph. 2007 |
Rendering › temporal rendering › animation rendering
animated scene rendering |
0.0 | 1 | 2006 | Ray tracing animated scenes using coherent grid traversal · ACM Trans. Graph. 2006 |
Methods — techniques the papers use, named apart from their topics
bidirectional path tracing · 0.3VCM · 0.3UPBP · 0.3SIMD execution · 0.3multithreaded execution · 0.2SIMD ray packets · 0.2soft shadows · 0.1multilevel grids · 0.1coherent grid traversal · 0.1coherent ray packets · 0.1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2024 | Ray Tracing Animated Displaced Micro-MeshesabstractAbstract We present a new method that allows efficient ray tracing of virtually artefact‐free animated displaced micro‐meshes (DMMs) [MMT23] and preserves their low memory footprint and low BVH build and update cost. DMMs allow for compact representation of micro‐triangle geometry through hierarchical encoding of displacements. Displacements are computed with respect to a coarse base mesh and are used to displace new vertices introduced during 1 : 4 subdivision of the base mesh. Applying non‐rigid transformation to the base mesh can result in silhouette and normal artefacts (see Figure 1) during animation. We propose an approach which prevents these artefacts by interpolating transformation matrices before applying them to the DMM representation. Our interpolation‐based algorithm does not change DMM data structures and it allows for efficient bounding of animated micro‐triangle geometry which is essential for fast tessellation‐free ray tracing of animated DMMs. Holger Grün, Carsten Benthin, Andrew Kensler, Joshua Barczak, David McAllister |
Comput. Graph. Forum | 3 |
| 2019 | Orthogonal Array Sampling for Monte Carlo RenderingabstractAbstract We generalize N‐rooks, jittered, and (correlated) multi‐jittered sampling to higher dimensions by importing and improving upon a class of techniques called orthogonal arrays from the statistics literature. Renderers typically combine or “pad” a collection of lower‐dimensional (e.g. 2D and 1D) stratified patterns to form higher‐dimensional samples for integration. This maintains stratification in the original dimension pairs, but looses it for all other dimension pairs. For truly multi‐dimensional integrands like those in rendering, this increases variance and deteriorates its rate of convergence to that of pure random sampling. Care must therefore be taken to assign the primary dimension pairs to the dimensions with most integrand variation, but this complicates implementations. We tackle this problem by developing a collection of practical, in‐place multi‐dimensional sample generation routines that stratify points on all t‐dimensional and 1‐dimensional projections simultaneously . For instance, when t=2, any 2D projection of our samples is a (correlated) multi‐jittered point set. This property not only reduces variance, but also simplifies implementations since sample dimensions can now be assigned to integrand dimensions arbitrarily while maintaining the same level of stratification. Our techniques reduce variance compared to traditional 2D padding approaches like PBRT's (0,2) and Stratified samplers, and provide quality nearly equal to state‐of‐the‐art QMC samplers like Sobol and Halton while avoiding their structured artifacts as commonly seen when using a single sample set to cover an entire image. While in this work we focus on constructing finite sampling point sets, we also discuss potential avenues for extending our work to progressive sequences (more suitable for incremental rendering) in the future. Wojciech Jarosz, Afnan Enayet, Andrew Kensler, Charlie Kilpatrick, Per H. Christensen |
Comput. Graph. Forum | 3 |
| 2018 | Progressive Multi-Jittered Sample SequencesabstractAbstract We introduce three new families of stochastic algorithms to generate progressive 2D sample point sequences. This opens a general framework that researchers and practitioners may find useful when developing future sample sequences. Our best sequences have the same low sampling error as the best known sequence (a particular randomization of the Sobol’ (0,2) sequence). The sample points are generated using a simple, diagonally alternating strategy that progressively fills in holes in increasingly fine stratifications. The sequences are progressive (hierarchical): any prefix is well distributed, making them suitable for incremental rendering and adaptive sampling. The first sample family is only jittered in 2D; we call it progressive jittered . It is nearly identical to existing sample sequences. The second family is multi‐jittered: the samples are stratified in both 1D and 2D; we call it progressive multi‐jittered . The third family is stratified in all elementary intervals in base 2, hence we call it progressive multi‐jittered (0,2) . We compare sampling error and convergence of our sequences with uniform random, best candidates, randomized quasi‐random sequences (Halton and Sobol'), Ahmed's ART sequences, and Perrier's LDBN sequences. We test the sequences on function integration and in two settings that are typical for computer graphics: pixel sampling and area light sampling. Within this new framework we present variations that generate visually pleasing samples with blue noise spectra, and well‐stratified interleaved multi‐class samples; we also suggest possible future variations. Per H. Christensen, Andrew Kensler, Charlie Kilpatrick |
Comput. Graph. Forum | 2 |
| 2018 | RenderMan: An Advanced Path-Tracing Architecture for Movie RenderingabstractPixar’s RenderMan renderer is used to render all of Pixar’s films and by many film studios to render visual effects for live-action movies. RenderMan started as a scanline renderer based on the Reyes algorithm, and it was extended over the years with ray tracing and several global illumination algorithms. This article describes the modern version of RenderMan, a new architecture for an extensible and programmable path tracer with many features that are essential to handle the fiercely complex scenes in movie production. Users can write their own materials using a bxdf interface and their own light transport algorithms using an integrator interface—or they can use the materials and light transport algorithms provided with RenderMan. Complex geometry and textures are handled with efficient multi-resolution representations, with resolution chosen using path differentials. We trace rays and shade ray hit points in medium-sized groups, which provides the benefits of SIMD execution without excessive memory overhead or data streaming. The path-tracing architecture handles surface, subsurface, and volume scattering. We show examples of the use of path tracing, bidirectional path tracing, VCM, and UPBP light transport algorithms. We also describe our progressive rendering for interactive use and our adaptation of denoising techniques. Per H. Christensen, Julian Fong, Jonathan Shade, Wayne L. Wooten, Brenden Schubert, Andrew Kensler, Stephen Friedman, Charlie Kilpatrick, Cliff Ramshaw, Marc Bannister, Brenton Rayner, Jonathan Brouillat, Max Liani |
ACM Trans. Graph. | 6 |
| 2012 | Fast, effective BVH updates for animated scenesabstractBounding volume hierarchies (BVHs) are a popular acceleration structure choice for animated scenes rendered with ray tracing. This is due to the relative simplicity of refitting bounding volumes around moving geometry. However, the quality of such a refitted tree can degrade rapidly if objects in the scene deform or rearrange significantly as the animation progresses, resulting in dramatic increases in rendering times and a commensurate reduction in the frame rate. The BVH could be rebuilt on every frame, but this could take significant time. We present a method to efficiently extend refitting for animated scenes with tree rotations, a technique previously proposed for off-line improvement of BVH quality for static scenes. Tree rotations are local restructuring operations which can mitigate the effects that moving primitives have on BVH quality by rearranging nodes in the tree during each refit rather than triggering a full rebuild. The result is a fast, lightweight, incremental update algorithm that requires negligible memory, has minor update times, parallelizes easily, avoids significant degradation in tree quality or the need for rebuilding, and maintains fast rendering times. We show that our method approaches or exceeds the frame rates of other techniques and is consistently among the best options regardless of the animated scene. Daniel M. Kopta, Thiago Ize, Josef B. Spjut, Erik Brunvand, Al Davis, Andrew Kensler |
I3D | 6 |
| 2009 | Hardware-accelerated gradient noise for graphicsabstractA synthetic noise function is a key component of most computer graphics rendering systems. This pseudo-random noise function is used to create a wide variety of natural looking textures that are applied to objects in the scene. To be useful, the generated noise should be repeatable while exhibiting no discernible periodicity, anisotropy, or aliasing. However, noise with these qualities is computationally expensive and results in a significant fraction of the run time for scenes with rich visual complexity. We propose modifications to the standard algorithm for computing synthetic noise that improve the visual quality of the noise, and a parallel hardware implementation of this improved noise function that allows the use of reduced precision arithmetic during the noise computation. The result is a special-purpose function unit for producing synthetic noise that computes high-quality noise values approximately two orders of magnitude faster than software techniques. The circuit, using a commercial CMOS cell library in a 65nm process, would run at 1GHz and consume 325μm x 325μm of chip area. Josef B. Spjut, Andrew Kensler, Erik Brunvand |
ACM Great Lakes Symposium on VLSI | 2 |
| 2009 | Fast Ray Tracing of Arbitrary Implicit Surfaces with Interval and Affine ArithmeticabstractAbstract Existing techniques for rendering arbitrary‐form implicit surfaces are limited, either in performance, correctness or flexibility. Ray tracing algorithms employing interval arithmetic (IA) or affine arithmetic (AA) for root‐funding are robust and general in the class of surfaces they support, but traditionally slow. Nonetheless, implemented efficiently using a stack‐driven iterative algorithm and SIMD vector instructions, these methods can achieve interactive performance for common algebraic surfaces on the CPU. A similar algorithm can also be implemented stacklessly, allowing for efficient ray tracing on the GPU. This paper presents these algorithms, as well as an inclusion‐preserving reduced affine arithmetic (RAA) for faster ray‐surface intersection. Shader metaprogramming allows for immediate and automatic generation of symbolic expressions and their interval or affine extensions. Moreover, we are able to render even complex forms robustly, in real‐time at high resolution. Aaron Knoll, Younis Hijazi, Andrew Kensler, Mathias Schott, Charles D. Hansen, Hans Hagen |
Comput. Graph. Forum | 3 |
| 2009 | TRaX: A Multicore Hardware Architecture for Real-Time Ray TracingabstractThreaded Ray eXecution (TRaX) is a highly parallel multithreaded multicore processor architecture designed for real-time ray tracing. The TRaX architecture consists of a set of thread processors that include commonly used functional units (FUs) for each thread and that share larger FUs through a programmable interconnect. The memory system takes advantage of the application's read-only access to the scene database and write-only access to the frame buffer output to provide efficient data delivery with a relatively simple memory system. One specific motivation behind TRaX is to accelerate single-ray performance instead of relying on ray packets in single-instruction-multiple-data mode to boost throughput, which can fail as packets become incoherent with respect to the objects in the scene database. In this paper, we describe the TRaX architecture and our performance results compared to other architectures used for ray tracing. Simulated results indicate that a multicore version of the TRaX architecture running at a modest speed of 500 MHz provides real-time ray-traced images for scenes of a complexity found in video games. We also measure performance as secondary rays become less coherent and find that TRaX exhibits only minor slowdown in this case while packet-based ray tracers show more significant slowdown. Josef B. Spjut, Andrew Kensler, Daniel M. Kopta, Erik Brunvand |
IEEE Trans. Comput. Aided Des. Integr. Circuits Syst. | 2 |
| 2007 | A Coherent Grid Traversal Approach to Visualizing Particle-Based Simulation DataabstractWe present an approach to visualizing particle-based simulation data using interactive ray tracing and describe an algorithmic enhancement that exploits the properties of these data sets to provide highly interactive performance and reduced storage requirements. This algorithm for fast packet-based ray tracing of multilevel grids enables the interactive visualization of large time-varying data sets with millions of particles and incorporates advanced features like soft shadows. We compare the performance of our approach with two recent particle visualization systems: one based on an optimized single ray grid traversal algorithm and the other on programmable graphics hardware. This comparison demonstrates that the new algorithm offers an attractive alternative for interactive particle visualization. Christiaan P. Gribble, Thiago Ize, Andrew Kensler, Ingo Wald, Steven G. Parker |
IEEE Trans. Vis. Comput. Graph. | 3 |
| 2006 | Ray tracing animated scenes using coherent grid traversalabstractWe present a new approach to interactive ray tracing of moderate-sized animated scenes based on traversing frustum-bounded packets of coherent rays through uniform grids. By incrementally computing the overlap of the frustum with a slice of grid cells, we accelerate grid traversal by more than a factor of 10, and achieve ray tracing performance competitive with the fastest known packet-based kd-tree ray tracers. The ability to efficiently rebuild the grid on every frame enables this performance even for fully dynamic scenes that typically challenge interactive ray tracing systems. Ingo Wald, Thiago Ize, Andrew Kensler, Aaron Knoll, Steven G. Parker |
ACM Trans. Graph. | 3 |