Demo Data from EDBT 2026 / reviewers in the wild / expert
Elias Griffith
dblp:251/7671
· DBLP profile ↗
3ranked-venue papers
0as first author
2since 2021 · last 2022
0000-0001-9360-381XORCID · reported
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 3 · 2 since 2021Human-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 architecture, parallel and distributed computing, and storage systems
3 papers |
Distributed systems · 70% Performance modeling and evaluation · 20% GPUs and heterogeneous computing · 9% | |
| Computer graphics and multimedia
2 papers |
Virtual and augmented reality · 100% | |
| Computer networks
1 paper |
Edge and fog computing · 100% | |
| Human-computer interaction and pervasive computing
1 paper |
Immersive interaction · 100% |
Topics — the 9 heaviest of 9, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Distributed systems › distributed data processing
distributed data fusion |
0.6 | 1 | 2022 | Consensus Based Networking of Distributed Virtual Environments · IEEE Trans. Vis. Comput. Graph. 2022 |
Distributed systems › distributed interactive applications › collaborative computing
distributed virtual environments |
0.6 | 1 | 2022 | Consensus Based Networking of Distributed Virtual Environments · IEEE Trans. Vis. Comput. Graph. 2022 |
Virtual and augmented reality
motion-to-photon latency |
0.5 | 1 | 2021 | Quality of Service Impact on Edge Physics Simulations for VR · IEEE Trans. Vis. Comput. Graph. 2021 |
Edge and fog computing › edge-assisted mobile computing
edge rendering |
0.5 | 1 | 2021 | Quality of Service Impact on Edge Physics Simulations for VR · IEEE Trans. Vis. Comput. Graph. 2021 |
Performance modeling and evaluation
profiling |
0.3 | 1 | 2018 | Profiling Distributed Virtual Environments by Tracing Causality · VR 2018 |
Immersive interaction
virtual reality |
0.2 | 1 | 2022 | Consensus Based Networking of Distributed Virtual Environments · IEEE Trans. Vis. Comput. Graph. 2022 |
GPUs and heterogeneous computing › embedded GPU
mobile GPU |
0.1 | 1 | 2021 | Quality of Service Impact on Edge Physics Simulations for VR · IEEE Trans. Vis. Comput. Graph. 2021 |
Virtual and augmented reality › virtual environment
immersive virtual environments |
0.1 | 1 | 2018 | Profiling Distributed Virtual Environments by Tracing Causality · VR 2018 |
Virtual and augmented reality › virtual environment
networked virtual environment |
0.1 | 1 | 2018 | Profiling Distributed Virtual Environments by Tracing Causality · VR 2018 |
Methods — techniques the papers use, named apart from their topics
scene-graph streaming · 1.5cluster rendering · 1.5distributed averaging · 1.1continuous authority · 1.1runtime instrumentation · 0.7causality graph · 0.7
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2022 | Consensus Based Networking of Distributed Virtual EnvironmentsabstractDistributed virtual environments (DVEs) are challenging to create as the goals of consistency and responsiveness become contradictory under increasing latency. DVEs have been considered as both distributed transactional databases and force-reflection systems. Both are good approaches, but they do have drawbacks. Transactional systems do not support Level 3 (L3) collaboration: manipulating the same degree-of-freedom at the same time. Force-reflection requires a client-server architecture and stabilisation techniques. With Consensus Based Networking (CBN), we suggest DVEs be considered as a distributed data-fusion problem. Many simulations run in parallel and exchange their states, with remote states integrated with continous authority. Over time the exchanges average out local differences, performing a distribued-average of a consistent, shared state. CBN aims to build simulations that are highly responsive, but consistent enough for use cases such as the piano-movers problem. CBN's support for heterogeneous nodes can transparently couple different input methods, avoid the requirement of determinism, and provide more options for personal control over the shared experience. Our work is early, however we demonstrate many successes, including L3 collaboration in room-scale VR, 1000's of interacting objects, complex configurations such as stacking, and transparent coupling of haptic devices. These have been shown before, but each with a different technique; CBN supports them all within a single, unified system. Sebastian Friston, Elias Griffith, David Swapp, Simon J. Julier, Caleb Irondi, Fred P. Jjunju, Ryan Ward, Alan Marshall 0001, Anthony Steed |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2021 | Quality of Service Impact on Edge Physics Simulations for VRabstractMobile HMDs must sacrifice compute performance to achieve ergonomic and power requirements for extended use. Consequently, applications must either reduce rendering and simulation complexity - along with the richness of the experience - or offload complexity to a server. Within the context of edge-computing, a popular way to do this is through render streaming. Render streaming has been demonstrated for desktops and consoles. It has also been explored for HMDs. However, the latency requirements of head tracking make this application much more challenging. While mobile GPUs are not yet as capable as their desktop counterparts, we note that they are becoming more powerful and efficient. With the hard requirements of VR, it is worth continuing to investigate what schemes could optimally balance load, latency and quality. We propose an alternative we call edge-physics: streaming at the scene-graph level from a simulation running on edge-resources, analogous to cluster rendering. Scene streaming is not only straightforward, but compute and bandwidth efficient. The most demanding loops run locally. Jobs that hit the power-wall of mobile CPUs are off-loaded, while improving GPUs are leveraged, maximising compute utilisation. In this paper we create a prototypical implementation and evaluate its potential in terms of fidelity, bandwidth and performance. We show that an effective system which maintains high consistencies on typical edge-links can be easily built, but that some traditional concepts are not applicable, and a better understanding of the perception of motion is required to evaluate such a system comprehensively. Sebastian Friston, Elias Griffith, David Swapp, Caleb Lrondi, Fred P. Jjunju, Ryan Ward, Alan Marshall 0001, Anthony Steed |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2018 | Profiling Distributed Virtual Environments by Tracing CausalityabstractReal-time interactive systems such as virtual environments have high performance requirements, and profiling is a key part of the optimisation process to meet them. Traditional techniques based on metadata and static analysis have difficulty following causality in asynchronous systems. In this paper we explore a new technique for such systems. Timestamped samples of the system state are recorded at instrumentation points at runtime. These are assembled into a graph, and edges between dependent samples recovered. This approach minimises the invasiveness of the instrumentation, while retaining high accuracy. We describe how our instrumentation can be implemented natively in common environments, how its output can be processed into a graph describing causality, and how heterogeneous data sources can be incorporated into this to maximise the scope of the profiling. Across three case studies, we demonstrate the efficacy of this approach, and how it supports a variety of metrics for comprehensively bench-marking distributed virtual environments. Sebastian Friston, Elias Griffith, David Swapp, Alan Marshall 0001, Anthony Steed |
VR | 2 |