Demo Data from EDBT 2026 / reviewers in the wild / expert
Jacob Haydel
dblp:364/4225
· DBLP profile ↗
2ranked-venue papers
2as first author
2since 2021 · last 2025
0009-0005-5488-2381ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 2 · 2 first-author · 2 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 |
GPUs and heterogeneous computing · 100% |
Topics — the 3 heaviest of 3, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Rendering › ray tracing
acceleration structure |
0.7 | 1 | 2023 | Locally-Adaptive Level-of-Detail for Hardware-Accelerated Ray Tracing · ACM Trans. Graph. 2023 |
Rendering
ray tracing |
0.7 | 1 | 2023 | Locally-Adaptive Level-of-Detail for Hardware-Accelerated Ray Tracing · ACM Trans. Graph. 2023 |
GPUs and heterogeneous computing › graphics accelerator
ray tracing hardware |
0.2 | 1 | 2023 | Locally-Adaptive Level-of-Detail for Hardware-Accelerated Ray Tracing · ACM Trans. Graph. 2023 |
Methods — techniques the papers use, named apart from their topics
cycle-accurate simulation · 1.3adaptive tessellation · 1.3
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | Arches: A Cycle-Level Hardware Simulation Framework for Exploring Massively Parallel Ray Tracing ArchitecturesabstractAbstract We introduce Arches, a hardware simulation framework designed to explore and evaluate massively parallel ray‐tracing architectures. Operating at the cycle level, Arches captures detailed performance metrics, including computational throughput, on‐chip data movement across processors, caches, and off‐chip communication via an accurate memory system model. The framework is modular, allowing flexible configuration and interconnection of processor cores, caches, and custom hardware units, enabling easy exploration of diverse hardware architectures. Arches supports high‐performance parallel execution, simulating complex ray tracing workloads to image completion. It leverages the GNU toolchain, allowing users to write C++ software targeting both the simulated architecture and native execution for debugging, including support for custom instructions to control specialized hardware components. The framework provides comprehensive performance instrumentation, offering insights into time‐varying statistics across all modules and identifying performance bottlenecks. Our evaluations demonstrate that Arches delivers performance estimates closely matching real hardware, offering faster and more accurate simulations than existing open‐source hardware simulators. Its modularity also makes it a valuable tool for exploring alternative parallel computing strategies for high‐performance ray tracing, and its extensibility enables adaptation for other workloads or general‐purpose computation. Jacob Haydel, Gaurav Bhokare, Kunnong Zeng, Pengpei Hong, Sushant Kondguli, Brian Budge, Erik Brunvand, Cem Yuksel |
Comput. Graph. Forum | 1 |
| 2023 | Locally-Adaptive Level-of-Detail for Hardware-Accelerated Ray TracingabstractWe introduce an adaptive level-of-detail technique for ray tracing triangle meshes that aims to reduce the memory bandwidth used during ray traversal, which can be the bottleneck for rendering time with large scenes and the primary consumer of energy. We propose a specific data structure for hierarchically representing triangle meshes, allowing localized decisions for the desired mesh resolution per ray. Starting with the lowest-resolution triangle mesh level, higher-resolution levels are generated by tessellating each triangle into four via splitting its edges with arbitrarily-placed vertices. We fit the resulting mesh hierarchy into a specialized acceleration structure to perform on-the-fly tessellation level selection during ray traversal. Our structure reduces both storage cost and data movement during rendering, which are the main consumers of energy. It also allows continuous transitions between detail levels, while locally adjusting the mesh resolution per ray and preserving watertightness. We present how this structure can be used with both primary and secondary rays for reflections and shadows, which can intersect with different tessellation levels, providing consistent results. We also propose specific hardware units to cover the cost of additional compute needed for level-of-detail operations. We evaluate our method using a cycle-accurate simulation of a custom ray tracing hardware architecture. Our results show that, as compared to traditional bounding volume hierarchies, our method can provide more than an order of magnitude reduction in energy use and render time, given sufficient computational resources. Jacob Haydel, Cem Yuksel, Larry Seiler |
ACM Trans. Graph. | 1 |