Atsushi Yoshimura

dblp:335/8726 · DBLP profile ↗
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2ranked-venue papers
1as first author
2since 2021 · last 2023
—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 · 2 since 2021Human-computer interaction and ubiquitous computing · 1 · 1 since 2021

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
1 paper
Parallel and multicore computing · 67% GPUs and heterogeneous computing · 33%

Topics — the 3 heaviest of 3, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
GPUs and heterogeneous computing
GPU programming
0.712023
GPU Programming Primitives for Computer Graphics · SIGGRAPH ASIA Courses 2023
Parallel and multicore computing
parallel algorithms
0.712023
GPU Programming Primitives for Computer Graphics · SIGGRAPH ASIA Courses 2023
Parallel and multicore computing › parallel algorithms
parallel primitives
0.712023
GPU Programming Primitives for Computer Graphics · SIGGRAPH ASIA Courses 2023

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

parallel reduction · 0.7parallel prefix scan · 0.7
YearPublicationVenuePosition
2023 GPU Programming Primitives for Computer Graphics
abstract
Various parallel algorithms can be decomposed into programming primitives that share similar patterns. This course focuses on studying these programming primitives and their applicability in computer graphics, specifically in the context of massively parallel processing on GPUs. The course begins by establishing a theoretical foundation, followed by practical examples and real-world applications. We explain two pivotal algorithms: parallel reduction and parallel prefix scan in detail, discussing their variants and different implementations. Afterward, we provide a collection of more advanced techniques and tricks applicable across various domains. At the end of the course, we also briefly discuss code optimization.
Daniel Meister 0004, Atsushi Yoshimura, Chih-Chen Kao
SIGGRAPH ASIA Courses2
2022 Multi-Fragment Rendering for Glossy Bounces on the GPU
Atsushi Yoshimura, Yusuke Tokuyoshi, Takahiro Harada
EGSR (ST)1