Demo Data from EDBT 2026 / reviewers in the wild / expert
Daniel M. Kopta
dblp:242/1969
· DBLP profile ↗
7ranked-venue papers
3as first author
0since 2021 · last 2019
0000-0002-9809-1937ORCID · reported
Domains — the database's venue-derived domains; a paper can count in several
Systems, architecture and hardware · 3 · 1 first-authorGraphics, computer vision, multimedia, augmented reality and games · 3 · 2 first-authorSoftware engineering, systems software and programming languages · 1Human-computer interaction and ubiquitous computing · 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
2 papers |
Rendering · 100% | |
| Computer architecture, parallel and distributed computing, and storage systems
1 paper |
Processor architecture and microarchitecture · 77% Memory systems · 23% |
Topics — the 5 heaviest of 8, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Rendering
ray tracing |
0.4 | 2 | 2018 | Time Interval Ray Tracing for Motion Blur · IEEE Trans. Vis. Comput. Graph. 2018 TRaX: A Multicore Hardware Architecture for Real-Time Ray Tracing · IEEE Trans. Comput. Aided Des. Integr. Circuits Syst. 2009 |
Rendering › temporal rendering
motion blur |
0.3 | 1 | 2018 | Time Interval Ray Tracing for Motion Blur · IEEE Trans. Vis. Comput. Graph. 2018 |
Rendering › temporal rendering › animation rendering
animated scene rendering |
0.1 | 1 | 2018 | Time Interval Ray Tracing for Motion Blur · IEEE Trans. Vis. Comput. 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 |
Methods — techniques the papers use, named apart from their topics
time interval ray tracing · 0.3adaptive shading · 0.3multithreaded execution · 0.2SIMD ray packets · 0.2
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2019 | Replicating novices' struggles with coding styleabstractGood style makes code easier for others to read and modify. Control flow is one element of style where experts expect particular structure, such as conjoining conditions rather than nesting if statements. Empirical work is necessary to understand why novices use poor style, so they can be taught to use good style. Previous work shows that many students know what control flows experts prefer, but may say that novice-styled code is more readable. Yet, these same students showed similarly high comprehension across both expert-and novice-styled code. We propose a replication of that work that more fully assesses students' code comprehension and code writing. Our replication focuses on students who are earlier in their computer science courses and are less likely to be majors, to determine whether the pattern of results is particular to students who are relatively attuned to style concerns. Our pilot of the proposed replication finds that: students in this new population are less able to identify expert code; expert style may reduce comprehension for some control flows; and writing with good style does not always predict a preference for reading code with good style. Eliane Wiese, Anna N. Rafferty, Daniel M. Kopta, Jacqulyn M. Anderson |
ICPC | 3 |
| 2018 | SimTRaX: Simulation Infrastructure for Exploring Thousands of CoresabstractSimTRaX is a simulation infrastructure for simultaneous exploration of highly parallel accelerator architectures and how applications map to them. The infrastructure targets both cycle-accurate and functional simulation of architectures with thousands of simple cores that may share expensive computation and memory resources. A modified LLVM backend used to compile C++ programs for the simulated architecture allows the user to create custom instructions that access proposed special-purpose hardware and to debug and profile the applications being executed. The simulator models a full memory hierarchy including registers, local scratchpad RAM, shared caches, external memory channels, and DRAM main memory, leveraging the USIMM DRAM simulator to provide accurate dynamic latencies and power usage. SimTRaX provides a powerful and flexible infrastructure for exploring a class of extremely parallel architectures for parallel applications that are not easily simulated using existing simulators. Konstantin Shkurko, Tim Grant 0001, Erik Brunvand, Daniel M. Kopta, Josef B. Spjut, Elena Vasiou, Agatha Mallett, Cem Yuksel |
ACM Great Lakes Symposium on VLSI | 4 |
| 2018 | Time Interval Ray Tracing for Motion BlurabstractWe introduce a new motion blur computation method for ray tracing that provides an analytical approximation of motion blurred visibility per ray. Rather than relying on timestamped rays and Monte Carlo sampling to resolve the motion blur, we associate a time interval with rays and directly evaluate when and where each ray intersects with animated object faces. Based on our simplifications, the volume swept by each animated face is represented using a triangulation of the surface of this volume. Thus, we can resolve motion blur through ray intersections with stationary triangles, and we can use any standard ray tracing acceleration structure without modifications to account for the time dimension. Rays are intersected with these triangles to analytically determine the time interval and positions of the intersections with the moving objects. Furthermore, we explain an adaptive strategy to efficiently shade the intersection intervals. As a result, we can produce noise-free motion blur for both primary and secondary rays. We also provide a general framework for emulating various camera shutter mechanisms and an artistic modification that amplifies the visibility of moving objects for emphasizing the motion in videos or static images. Konstantin Shkurko, Cem Yuksel, Daniel M. Kopta, Agatha Mallett, Erik Brunvand |
IEEE Trans. Vis. Comput. Graph. | 3 |
| 2015 | Memory Considerations for Low Energy Ray TracingabstractAbstract We propose two hardware mechanisms to decrease energy consumption on massively parallel graphics processors for ray tracing. First, we use a streaming data model and configure part of the L2 cache into a ray stream memory to enable efficient data processing through ray reordering. This increases L1 hit rates and reduces off‐chip memory energy substantially through better management of off‐chip memory access patterns. To evaluate this model, we augment our architectural simulator with a detailed memory system simulation that includes accurate control, timing and power models for memory controllers and off‐chip dynamic random‐access memory . These details change the results significantly over previous simulations that used a simpler model of off‐chip memory, indicating that this type of memory system simulation is important for realistic simulations that involve external memory. Secondly, we employ reconfigurable special‐purpose pipelines that are constructed dynamically under program control. These pipelines use shared execution units that can be configured to support the common compute kernels that are the foundation of the ray tracing algorithm. This reduces the overhead incurred by on‐chip memory and register accesses. These two synergistic features yield a ray tracing architecture that reduces energy by optimizing both on‐chip and off‐chip memory activity when compared to a more traditional approach. Daniel M. Kopta, Konstantin Shkurko, Josef B. Spjut, Erik Brunvand, Al Davis |
Comput. Graph. Forum | 1 |
| 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 | 1 |
| 2010 | Efficient MIMD architectures for high-performance ray tracingabstractRay tracing efficiently models complex illumination effects to improve visual realism in computer graphics. Typical modern GPUs use wide SIMD processing, and have achieved impressive performance for a variety of graphics processing including ray tracing. However, SIMD efficiency can be reduced due to the divergent branching and memory access patterns that are common in ray tracing codes. This paper explores an alternative approach using MIMD processing cores custom-designed for ray tracing. By relaxing the requirement that instruction paths be synchronized as in SIMD, caches and less frequently used area expensive functional units may be more effectively shared. Heavy resource sharing provides significant area savings while still maintaining a high MIMD issue rate from our numerous light-weight cores. This paper explores the design space of this architecture and compares performance to the best reported results for a GPU ray tracer and a parallel ray tracer using general purpose cores. We show an overall performance that is six to ten times higher in a similar die area. Daniel M. Kopta, Josef B. Spjut, Erik Brunvand, Al Davis |
ICCD | 1 |
| 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. | 3 |