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Gordon Stoll

dblp:23/3795 · DBLP profile ↗
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7ranked-venue papers
2as first author
0since 2021 · last 2011
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 4 · 1 first-authorHuman-computer interaction and ubiquitous computing · 4 · 1 first-authorSystems, architecture and hardware · 2 · 1 first-authorSoftware engineering, systems software and programming languages · 1 · 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 graphics and multimedia
4 papers
Rendering · 100%
Computer architecture, parallel and distributed computing, and storage systems
5 papers
Parallel and multicore computing · 48% Performance modeling and evaluation · 31% High-performance computing · 11%

Topics — the 13 heaviest of 16, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Rendering
ray tracing
0.112011
Razor: An architecture for dynamic multiresolution ray tracing · ACM Trans. Graph. 2011
Rendering
parallel rendering
0.132001
WireGL: a scalable graphics system for clusters · SIGGRAPH 2001
The Design of a Parallel Graphics Interface · SIGGRAPH 1998
Evaluating Multi-Port Frame Buffer Designs for a Mesh-Connected Multicomputer · ISCA 1995
Rendering › parallel rendering › distributed rendering
cluster rendering
0.012001
WireGL: a scalable graphics system for clusters · SIGGRAPH 2001
Parallel and multicore computing › parallel computing › parallel rendering
cluster-based rendering
0.012001
Lightning-2: a high-performance display subsystem for PC clusters · SIGGRAPH 2001
Parallel and multicore computing › parallel computing › parallel rendering
sort-last compositing
0.012001
Lightning-2: a high-performance display subsystem for PC clusters · SIGGRAPH 2001
Performance modeling and evaluation › simulation › computer system simulation
machine simulation
0.012000
Performance Analysis and Visualization of Parallel Systems Using SimOS and Rivet: A Case Study · HPCA 2000
Performance modeling and evaluation
simulation
0.012000
Performance Analysis and Visualization of Parallel Systems Using SimOS and Rivet: A Case Study · HPCA 2000
High-performance computing
cluster computing
0.022001
Lightning-2: a high-performance display subsystem for PC clusters · SIGGRAPH 2001
WireGL: a scalable graphics system for clusters · SIGGRAPH 2001
Operating systems › resource management › process management
CPU scheduling
0.012000
Performance Analysis and Visualization of Parallel Systems Using SimOS and Rivet: A Case Study · HPCA 2000
Parallel and multicore computing › parallel computing
parallel rendering
0.012000
Performance Analysis and Visualization of Parallel Systems Using SimOS and Rivet: A Case Study · HPCA 2000
Parallel and multicore computing › multiprocessor system
shared-memory multiprocessor
0.012000
Performance Analysis and Visualization of Parallel Systems Using SimOS and Rivet: A Case Study · HPCA 2000
Parallel and multicore computing
parallel programming models
0.011998
The Design of a Parallel Graphics Interface · SIGGRAPH 1998
Memory systems › random-access memory
frame buffer
0.011995
Evaluating Multi-Port Frame Buffer Designs for a Mesh-Connected Multicomputer · ISCA 1995

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

two-phase shading · 0.1kd-tree acceleration · 0.1simulation · 0.1visualization · 0.1depth compositing · 0.0color keying · 0.0workload characterization · 0.0
YearPublicationVenuePosition
2011 Razor: An architecture for dynamic multiresolution ray tracing
abstract
Recent work demonstrates that interactive ray tracing is possible on desktop systems, but there is still much debate as to how to most efficiently support advanced visual effects such as soft shadows, smooth freeform surfaces, complex shading, and animated scenes. With these challenges in mind, we reconsider the options for designing a rendering system and present Razor , a new software rendering architecture for distribution ray tracing designed to produce high-quality images with high performance on future single-chip many-core hardware. Razor includes two noteworthy capabilities: a set of techniques for quickly building the kd-tree acceleration structure on demand every frame from a scene graph and a system design that allows for crack-free multiresolution geometry with each ray independently choosing its geometry resolution. Razor's per-frame kd-tree build is designed to robustly handle arbitrarily scene animation, while its per-ray multiresolution geometry provides continuous level of detail driven by ray and path differentials. Razor also decouples shading from visibility computations using a two-phase shading scheme inspired by the REYES system, and caches tessellated representations of freeform surfaces at multiple levels of detail. We present experimental results gathered from a prototype system implemented on eight CPU cores, and discuss which aspects of the system are most successful and which would benefit from further investigation.
Peter Djeu, Warren A. Hunt, Rui Wang 0003, Ikrima Elhassan, Gordon Stoll, William R. Mark
ACM Trans. Graph.5
2001 WireGL: a scalable graphics system for clusters
abstract
We describe WireGL, a system for scalable interactive rendering on a cluster of workstations. WireGL provides the familiar OpenGL API to each node in a cluster, virtualizing multiple graphics accelerators into a sort-first parallel renderer with a parallel interface. We also describe techniques for reassembling an output image from a set of tiles distributed over a cluster. Using flexible display management, WireGL can drive a variety of output devices, from standalone displays to tiled display walls. By combining the power of virtual graphics, the familiarity and ordered semantics of OpenGL, and the scalability of clusters, we are able to create time-varying visualizations that sustain rendering performance over 70,000,000 triangles per second at interactive refresh rates using 16 compute nodes and 16 rendering nodes.
Greg Humphreys, Matthew Eldridge, Ian Buck, Gordon Stoll, Matthew Everett, Pat Hanrahan
SIGGRAPH4
2001 Lightning-2: a high-performance display subsystem for PC clusters
abstract
Clusters of PCs are increasingly popular as cost-effective platforms for supercomputer-class applications. Given recent performance improvements in graphics accelerators, clusters are similarly attractive for demanding graphics applications. We describe the design and implementation of Lightning-2, a display subsystem for such a cluster. The system scales in both the number of rendering nodes and the number of displays supported, and allows any pixel data generated from any node to be dynamically mapped to any location on any display. A number of image-compositing functions are supported, including color-keying and depth-compositing. A distinguishing feature of the system is its platform independence: it connects to graphics accelerators via an industry-standard digital video port and requires no modifications to accelerator hardware or device drivers. As a result, rendering clusters that utilize Lightning-2 can be upgraded across multiple generations of graphics accelerators with little effort. We demonstrate a renderer that achieves 106 Mtri/s on an 8-node cluster using Lightning-2 to perform sort-last depth compositing.
Gordon Stoll, Matthew Eldridge, Dan Patterson, Art Webb, Steven Berman, Richard M. Levy, Chris Caywood, Milton Taveira, Stephen Hunt, Pat Hanrahan
SIGGRAPH1
2000 Performance Analysis and Visualization of Parallel Systems Using SimOS and Rivet: A Case Study
abstract
Presents an evolving system for the analysis and visualization of parallel application performance on shared memory multiprocessors. Our system couples SimOS, a complete machine simulator, with Rivet, a powerful visualization environment. This system demonstrates how visualization is necessary to realize the full power of simulation for performance analysis. We identify several features required of the visualization system, including flexibility, exploratory interaction techniques and data aggregation schemes. We demonstrate the effectiveness of this parallel analysis and visualization system with a case study. We developed two visualizations within Rivet to study the Argus parallel rendering library, focusing on the memory system and process scheduling activity of Argus, respectively. Using these visualizations, we uncovered several unexpected interactions between Argus and the underlying operating system. The results of the analysis led to changes that greatly improved its performance and scalability. Argus had previously been unable to scale beyond 26 processors; after analysis and modification, it achieved linear speedup up to 45 processors.
Robert P. Bosch Jr., Chris Stolte, Gordon Stoll, Mendel Rosenblum, Pat Hanrahan
HPCA3
1998 The Design of a Parallel Graphics Interface
abstract
It has become increasingly difficult to drive a modern highperformance graphics accelerator at full speed with a serial immediate-mode graphics interface.To resolve this problem, retainedmode constructs have been integrated into graphics interfaces.While retained-mode constructs provide a good solution in many cases, at times they provide an undesirable interface model for the application programmer, and in some cases they do not solve the performance problem.In order to resolve some of these cases, we present a parallel graphics interface that may be used in conjunction with the existing API as a new paradigm for highperformance graphics applications.The parallel API extends existing ideas found in OpenGL and X11 that allow multiple graphics contexts to simultaneously draw into the same image.Through the introduction of synchronization primitives, the parallel API allows parallel traversal of an explicitly ordered scene.We give code examples which demonstrate how the API can be used to expose parallelism while retaining many of the desirable features of serial immediate-mode programming.The viability of the API is demonstrated by the performance of our implementation which achieves scalable performance on a 24 processor system.
Homan Igehy, Gordon Stoll, Pat Hanrahan
SIGGRAPH2
1995 Evaluating Multi-Port Frame Buffer Designs for a Mesh-Connected Multicomputer
abstract
Multicomputers can be effectively used for interactive graphics rendering only if there are mechanisms available to rapidly composite and transfer images to an external display device. One method for achieving the necessary bandwidth for this operation is to provide multiple high-bandwidth ports into a frame buffer. In this paper, we evaluate the design space of a multiport frame buffer design for the Intel Paragon mesh routing network. We use an instrumented rendering system to capture the graphics operations needed for rendering a number of three-dimensional scenes; we then use those workloads as input to test programs running on the Paragon to estimate the performance of our hardware. Our experiments consider three major design questions: how many network ports the frame buffer needs, whether Z-Buffering should be done in hardware on the frame buffer or in software on the computing nodes, and whether the design alternatives are scalable.
Gordon Stoll, Bin Wei 0003, Douglas W. Clark, Edward W. Felten, Kai Li 0001, Pat Hanrahan
ISCA1
1992 Interactive Terrain Rendering van Volume Visualization on the Princeton Engine
abstract
The implementation of truly interactive volume visualization and terrain rendering algorithms on the Princeton Engine (PE) video supercomputer is described. The PE is a single-instruction multiple-data (SIMD) computer. Since it was originally developed as a real-time digital television system simulator, it possesses many of the attributes necessary for interactive visualization: high-resolution displays, high-bandwidth I/O, supercomputer class computational performance, and a local memory array large enough to store multiple Landsat scenes and data volumes. It is shown that it is possible to generate truly interactive terrain rendering and volume visualization by computing images in real-time, at multiple frames/second.>
James T. Kaba, James R. Matey, Gordon Stoll, Herb Taylor, Pat Hanrahan
IEEE Visualization3