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Ivan E. Sutherland

dblp:35/5713 · DBLP profile ↗
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12ranked-venue papers
4as first author
0since 2021 · last 2016
—ORCID · none

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

Systems, architecture and hardware · 4 · 2 first-authorGraphics, computer vision, multimedia, augmented reality and games · 4Software engineering, systems software and programming languages · 2 · 2 first-authorHuman-computer interaction and ubiquitous computing · 2Applied, interdisciplinary, general and emerging computing · 2Databases, data management, data science and information retrieval · 1Theory of computation · 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 architecture, parallel and distributed computing, and storage systems
6 papers
Parallel and multicore computing · 44% Processor architecture and microarchitecture · 43% Integrated circuit design · 8%
Computer graphics and multimedia
3 papers
Rendering · 100%

Topics — the 14 heaviest of 18, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Parallel and multicore computing
parallel programming models
0.112011
The sequential prison · OOPSLA 2011
Integrated circuit design
asynchronous circuit design
0.011999
Two FIFO ring performance experiments · Proc. IEEE 1999
Performance modeling and evaluation
benchmarking
0.011999
Two FIFO ring performance experiments · Proc. IEEE 1999
Rendering
rasterization
0.011989
A characterization of ten rasterization techniques · SIGGRAPH 1989
Memory systems › memory architecture
frame buffer architecture
0.011983
The 8 by 8 Display · ACM Trans. Graph. 1983
Parallel and multicore computing
parallel computing
0.011981
A VLSI architecture for updating raster-scan displays · SIGGRAPH 1981
Rendering
raster graphics
0.011981
A VLSI architecture for updating raster-scan displays · SIGGRAPH 1981
Electronic design automation
physical design
0.011973
How Big Should a Printed Circuit Board Be? · IEEE Trans. Computers 1973
Electronic design automation › physical design › VLSI layout
printed wiring board layout
0.011973
How Big Should a Printed Circuit Board Be? · IEEE Trans. Computers 1973
Graph algorithms and graph theory › graph algorithms
graph search
0.011969
A Method for Solving Arbitrary-Wall Mazes by Computer · IEEE Trans. Computers 1969
Graph algorithms and graph theory › graph algorithms › graph search
maze solving
0.011969
A Method for Solving Arbitrary-Wall Mazes by Computer · IEEE Trans. Computers 1969
Electronic design automation › physical design › placement
component placement
0.011973
How Big Should a Printed Circuit Board Be? · IEEE Trans. Computers 1973
Machine learning › Reinforcement learning
exploration
0.011969
A Method for Solving Arbitrary-Wall Mazes by Computer · IEEE Trans. Computers 1969
Robotics › Robot navigation and mapping › mobile robot navigation › mapless navigation
navigation in unknown environments
0.011969
A Method for Solving Arbitrary-Wall Mazes by Computer · IEEE Trans. Computers 1969

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

transition signaling · 0.0SPICE simulation · 0.0performance modeling · 0.0microcode · 0.0parallel processing · 0.0VLSI · 0.0analytical modeling · 0.0moore's algorithm · 0.0computer simulation · 0.0
YearPublicationVenuePosition
2016 Modular Timing Constraints for Delay-Insensitive Systems
Hoon Park, Anping He, Marly Roncken, Ivan E. Sutherland
J. Comput. Sci. Technol.5
2011 Self-timing: a step beyond synchrony (tutorial talk)
Ivan E. Sutherland
FMCAD1
2011 The sequential prison
abstract
We are trapped in a sequential prison. We use sequential character strings to write sequential programs to control sequential computers. No wonder concurrency remains elusive. How did we come to be here? The high cost of vacuum tube logic forced sequence upon early computer builders. Sequential character strings were the economic way to describe what sequential computers should do. Sequential programs controlled the expensive part of the machine, namely logic. The lethargic pace of logic circuits masked the cost of moving data over distance, allowing programming languages to ignore the cost of communication. Today, the time delay and energy cost of communicating over distance dominate modern computers; logic is essentially free. Why then, do programming languages continue to control logic and largely ignore communication? It will take a broad effort to escape our sequential prison, requiring changes in hardware, programming notations and the ways in which they are expressed. Most importantly, it will require recognizing that we are in sequential prison, and planning for an escape.
Ivan E. Sutherland
OOPSLA1
1999 Two FIFO ring performance experiments
abstract
Asynchronous circuits are often perceived to operate slower than equivalent clocked circuits. We demonstrate with fabricated chips that asynchronous circuits can be every bit as fast as clocked circuits. We describe two high-speed first-in-first-out (FIFO) circuits that we used to compare the performance of asynchronous FIFOs with that of conventionally clocked shift registers. The first FIFO circuit uses a pulse-like protocol, which we call the Asynchronous Symmetric Persistent Pulse Protocol (asP*), to advance data along a pipeline of conventional latches. Use of this protocol requires careful management of circuit delays. The second FIFO circuit uses a transition signaling protocol and special transition latches to store data. These transition latches are fast, but they are about 50% larger than conventional latches. Measurements obtained from chips fabricated in 0.6 /spl mu/m CMOS and from SPICE simulations show that the throughput of the first FIFO design matches that of a conventionally clocked shift register design, with a maximum throughput of 1.1 Giga data items per second. The throughput of the second design exceeds the performance of the asP* design and achieves a maximum throughput of 1.7 Giga data items per second. We have extensively tested the chips and have found them to operate reliably over a very wide range of conditions.
Charles E. Molnar, Ian W. Jones, Bill Coates 0001, Jon K. Lexau, Scott M. Fairbanks, Ivan E. Sutherland
Proc. IEEE6
1992 A Comparison of Codebook Generation Techniques for Vector Quantization
abstract
The paper examines tradeoffs between speed and quality of codebook/generation algorithms and offers new ways to produce excellent codebooks with only modest computation cost. It compares the performance of four algorithms for constructing codebooks. The LBG method of Linde, Buzo, and Gray (1980) produces the best codebooks but requires the most computation. The method by Equitz (1987, 1989) produces codebooks nearly as good and requires somewhat less computation. It describes a new method based on eigenvector subdivision that produces useable codebooks in a fraction of the computational effort of either of the other methods. A fourth hybrid method yields very good codebooks with modest computation by using the eigenvector subdivision method to obtain a first approximation that is refined with LBG optimization.>
Robert F. Sproull, Ivan E. Sutherland
Data Compression Conference2
1989 A characterization of ten rasterization techniques
abstract
With widespread use of raster scan displays and the ever-increasing desire for faster interactivity, higher image complexity, and higher resolution in displayed images, several techniques have been proposed for rasterizing primitive graphical objects. This paper characterizes the performance of these techniques and shows how they evolve for more complex images on higher resolution displays. This characterization will not only show the strengths and deficiencies of existing rasterization techniques, but will also reveal new architectures for future raster graphics systems.
Nader Gharachorloo, Satish Gupta, Robert F. Sproull, Ivan E. Sutherland
SIGGRAPH4
1983 The 8 by 8 Display
abstract
This paper describes a display system designed to make the recording and rearrangement of bits in a frame-buffer display system convenient and rapid.The advantage of frame-buffer displays is that because the intensity of each pixel can be specified independently, any picture can be displayed.The disadvantage is that a great many bits in the frame-buffer memory must be changed to make major changes in the picture.The 8 by 8 display described in this paper gets its name from the fact that in a single memory cycle it can access any 8 by 8 square of pixels.Internal shifters and special memory addressing circuits are provided to make the access independent of word boundaries in the memory.Pixel manipulation functions are included to process the 64 pixels thus accessed, mask them, overwrite them with new information, or combine them logically with other pixels.The resulting data can be stored into any other 8 by 8 square of pixels in a subsequent memory cycle.Looping mechanisms implemented in microcode provide RasterOp functions that transfer information from any rectangular area of the display to any other area with or without intervening pixelmodification operations.The prototype system is able to copy the entire 768 by 1024 array of the display in 52 ms, or two frame times.The ability to rearrange data quickly has proved to be an asset for character generation, line drawing, and picture construction, as well as for scrolling and other rearrangements of material already displayed on the screen.A simple model is developed to compare the performance of the 8 by 8 memory system with conventional frame-buffer organization.Execution traces of Smalltalk display programs are applied to the model to obtain figures of merit for different hardware organizations.
Robert F. Sproull, Ivan E. Sutherland, A. Thomson, Satish Gupta, C. Minter
ACM Trans. Graph.2
1981 A VLSI architecture for updating raster-scan displays
abstract
Interactive use of a display requires the capability to update the display rapidly. This paper describes an on-going project at Carnegie-Mellon University in which we are designing a frame buffer raster-scan display system which has the high performance typically required for interactive display applications. The system is intended to be a display for personal computers, computer generated graphic images, and image processing applications. Built using smart VLSI memory chips, the system will use parallel processing techniques to provide high performance.
Satish Gupta, Robert F. Sproull, Ivan E. Sutherland
SIGGRAPH3
1973 How Big Should a Printed Circuit Board Be?
abstract
This correspondence outlines a theory for choosing printed circuit board dimensions in order to avoid crowding of printed wiring. Given a number of components to be mounted on the board and the dimensions of wiring, the theory predicts a minimum board size that should be easy to lay out. The theory does not tell how many components should be put on a board.
Ivan E. Sutherland, Donald R. Oestreicher
IEEE Trans. Computers1
1969 A Method for Solving Arbitrary-Wall Mazes by Computer
abstract
A method for solving mazes with extended open areas and arbitrarily placed walls is described. This method reduces large open areas containing many possible paths to a small set of shortest paths. It is then possible to use Moore's algorithm of which the paper includes a summary. A computer simulation of a vehicle exploring an unknown maze is discussed. Crude navigation and measurement are sufficient for maze solving with the techniques described.
Ivan E. Sutherland
IEEE Trans. Computers1
1966 Correction [to "Linearity of sequential machines"]
abstract
The authors of the paper, "Linearity of Sequential Machines," which appeared on pages 337-354 of the June, 1966, issue of these Transactions, have called the following to the attention of the Editor errors on pages 338, 339, 342, 343, 347, and 351.
N. A. Ball, H. Q. Foster, W. H. Long, Ivan E. Sutherland, R. L. Wigington
IEEE Trans. Electron. Comput.4
1966 A Shared Memory Computer Display System
abstract
The display system discussed in this paper was implemented to provide a flexible test bed for man-machine interaction. The discussion includes both hardware and software design concepts, and concludes with an evaluation of the system based on operating experience. The two significant organizational features of the hardware are 1) the sharing of memory between a normal computer and a special picture computer (display device), together with 2) the capability of the latter to execute subroutines. The philosophy of design was that hardware should not limit the programmer's flexibility. This idea has been extended to utility software.
N. A. Ball, H. Q. Foster, W. H. Long, Ivan E. Sutherland, R. L. Wigington
IEEE Trans. Electron. Comput.4