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Alexis Crickx

dblp:354/3113 · DBLP profile ↗
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1ranked-venue papers
0as first author
1since 2021 · last 2023
0009-0004-8827-6892ORCID · reported

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

Graphics, computer vision, multimedia, augmented reality and games · 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 graphics and multimedia
1 paper
Rendering · 100%
Computer architecture, parallel and distributed computing, and storage systems
1 paper
Cloud and datacenter computing · 100%

Topics — the 1 heaviest of 2, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Cloud and datacenter computing › cloud applications
cloud rendering
0.212023
Effect-based Multi-viewer Caching for Cloud-native Rendering · ACM Trans. Graph. 2023

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

effect-based caching · 1.3
YearPublicationVenuePosition
2023 Effect-based Multi-viewer Caching for Cloud-native Rendering
abstract
With cloud computing becoming ubiquitous, it appears as virtually everything can be offered as-a-service. However, real-time rendering in the cloud forms a notable exception, where the cloud adoption stops at running individual game instances in compute centers. In this paper, we explore whether a cloud-native rendering architecture is viable and scales to multi-client rendering scenarios. To this end, we propose world-space and on-surface caches to share rendering computations among viewers placed in the same virtual world. We discuss how caches can be utilized on an effect-basis and demonstrate that a large amount of computations can be saved as the number of viewers in a scene increases. Caches can easily be set up for various effects, including ambient occlusion, direct illumination, and diffuse global illumination. Our results underline that the image quality using cached rendering is on par with screen-space rendering and due to its simplicity and inherent coherence, cached rendering may even have advantages in single viewer setups. Analyzing the runtime and communication costs, we show that cached rendering is already viable in multi-GPU systems. Building on top of our research, cloud-native rendering may be just around the corner.
Alexander Weinrauch, Wolfgang Tatzgern, Pascal Stadlbauer, Alexis Crickx, Jozef Hladky, Arno Coomans, Joerg H. Mueller, Markus Steinberger
ACM Trans. Graph.4