Solomon Boulos

dblp:38/6785 · DBLP profile ↗
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11ranked-venue papers
1as first author
0since 2021 · last 2010
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 10 · 1 first-authorHuman-computer interaction and ubiquitous computing · 2 · 1 first-authorSystems, architecture and hardware · 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 graphics and multimedia
6 papers
Rendering · 80% Visual content generation and editing · 9% Geometric modeling and processing · 9%
Computer architecture, parallel and distributed computing, and storage systems
2 papers
GPUs and heterogeneous computing · 77% Parallel and multicore computing · 23%

Topics — the 13 heaviest of 14, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Rendering › GPU rendering
GPU rasterization
0.112010
Reducing shading on GPUs using quad-fragment merging · ACM Trans. Graph. 2010
Rendering › level of detail
adaptive tessellation
0.112009
DiagSplit: parallel, crack-free, adaptive tessellation for micropolygon rendering · ACM Trans. Graph. 2009
Rendering
real-time rendering
0.112009
GRAMPS: A programming model for graphics pipelines · ACM Trans. Graph. 2009
GPUs and heterogeneous computing › GPU rendering
programmable graphics pipeline
0.112009
GRAMPS: A programming model for graphics pipelines · ACM Trans. Graph. 2009
Rendering › appearance modeling
bidirectional texture function
0.112007
Interactive editing and modeling of bidirectional texture functions · ACM Trans. Graph. 2007
Geometric modeling and processing › spatial data structures
bounding volume hierarchy
0.112007
Ray tracing deformable scenes using dynamic bounding volume hierarchies · ACM Trans. Graph. 2007
Rendering
material appearance
0.112007
Interactive editing and modeling of bidirectional texture functions · ACM Trans. Graph. 2007
Rendering
ray tracing
0.112007
Ray tracing deformable scenes using dynamic bounding volume hierarchies · ACM Trans. Graph. 2007
Visual content generation and editing › material editing
texture editing
0.112007
Interactive editing and modeling of bidirectional texture functions · ACM Trans. Graph. 2007
Rendering › reflectance modeling
BRDF modeling
0.112006
The halfway vector disk for BRDF modeling · ACM Trans. Graph. 2006
Rendering
reflectance modeling
0.112006
The halfway vector disk for BRDF modeling · ACM Trans. Graph. 2006
Rendering
shading
0.012010
Reducing shading on GPUs using quad-fragment merging · ACM Trans. Graph. 2010
Parallel and multicore computing › parallel computing
parallel rendering
0.012009
DiagSplit: parallel, crack-free, adaptive tessellation for micropolygon rendering · ACM Trans. Graph. 2009

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

split-dice tessellation · 0.2queue-based data exchange · 0.2pipeline scheduling · 0.2parallel tessellation · 0.2fragment merging · 0.1fixed-function hardware augmentation · 0.1selection operators · 0.1out-of-core processing · 0.1dynamic bounding volume hierarchy · 0.1energy conservation · 0.1
YearPublicationVenuePosition
2010 Reducing shading on GPUs using quad-fragment merging
abstract
Current GPUs perform a significant amount of redundant shading when surfaces are tessellated into small triangles. We address this inefficiency by augmenting the GPU pipeline to gather and merge rasterized fragments from adjacent triangles in a mesh. This approach has minimal impact on output image quality, is amenable to implementation in fixed-function hardware, and, when rendering pixel-sized triangles, requires only a small amount of buffering to reduce overall pipeline shading work by a factor of eight. We find that a fragment-shading pipeline with this optimization is competitive with the REYES pipeline approach of shading at micropolygon vertices and, in cases of complex occlusion, can perform up to two times less shading work.
Kayvon Fatahalian, Solomon Boulos, James Hegarty, Kurt Akeley, William R. Mark, Henry P. Moreton, Pat Hanrahan
ACM Trans. Graph.2
2009 State of the Art in Ray Tracing Animated Scenes
abstract
Abstract Ray tracing has long been a method of choice for off‐line rendering, but traditionally was too slow for interactive use. With faster hardware and algorithmic improvements this has recently changed, and real‐time ray tracing is finally within reach. However, real‐time capability also opens up new problems that do not exist in an off‐line environment. In particular real‐time ray tracing offers the opportunity to interactively ray trace moving/animated scene content. This presents a challenge to the data structures that have been developed for ray tracing over the past few decades. Spatial data structures crucial for fast ray tracing must be rebuilt or updated as the scene changes, and this can become a bottleneck for the speed of ray tracing. This bottleneck has recently received much attention by researchers and that has resulted in a multitude of different algorithms, data structures and strategies for handling animated scenes. The effectiveness of techniques for ray tracing dynamic scenes vary dramatically depending on details such as scene complexity, model structure, type of motion and the coherency of the rays. Consequently, there is so far no approach that is best in all cases, and determining the best technique for a particular problem can be a challenge. In this State of the Art Report (STAR), we aim to survey the different approaches to ray tracing animated scenes, discussing their strengths and weaknesses, and their relationship to other approaches. The overall goal is to help the reader choose the best approach depending on the situation, and to expose promising areas where there is potential for algorithmic improvements.
Ingo Wald, William R. Mark, Johannes Günther 0001, Solomon Boulos, Thiago Ize, Warren A. Hunt, Steven G. Parker, Peter Shirley
Comput. Graph. Forum4
2009 DiagSplit: parallel, crack-free, adaptive tessellation for micropolygon rendering
abstract
We present DiagSplit, a parallel algorithm for adaptively tessellating displaced parametric surfaces into high-quality, crack-free micropolygon meshes. DiagSplit modifies the split-dice tessellation algorithm to allow splits along non-isoparametric directions in the surface's parametric domain, and uses a dicing scheme that supports unique tessellation factors for each subpatch edge. Edge tessellation factors are computed using only information local to subpatch edges. These modifications allow all subpatches generated by DiagSplit to be processed independently without introducing T-junctions or mesh cracks and without incurring the tessellation overhead of binary dicing. We demonstrate that DiagSplit produces output that is better (in terms of image quality and number of micropolygons produced) than existing parallel tessellation schemes, and as good as highly adaptive split-dice implementations that are less amenable to parallelization.
Matthew Fisher, Kayvon Fatahalian, Solomon Boulos, Kurt Akeley, William R. Mark, Pat Hanrahan
ACM Trans. Graph.3
2009 GRAMPS: A programming model for graphics pipelines
abstract
We introduce GRAMPS, a programming model that generalizes concepts from modern real-time graphics pipelines by exposing a model of execution containing both fixed-function and application-programmable processing stages that exchange data via queues. GRAMPS allows the number, type, and connectivity of these processing stages to be defined by software, permitting arbitrary processing pipelines or even processing graphs. Applications achieve high performance using GRAMPS by expressing advanced rendering algorithms as custom pipelines, then using the pipeline as a rendering engine. We describe the design of GRAMPS, then evaluate it by implementing three pipelines, that is, Direct3D, a ray tracer, and a hybridization of the two, and running them on emulations of two different GRAMPS implementations: a traditional GPU-like architecture and a CPU-like multicore architecture. In our tests, our GRAMPS schedulers run our pipelines with 500 to 1500KB of queue usage at their peaks.
Jeremy Sugerman, Kayvon Fatahalian, Solomon Boulos, Kurt Akeley, Pat Hanrahan
ACM Trans. Graph.3
2008 Fast ray tracing and the potential effects on graphics and gaming courses
Peter Shirley, Kelvin Sung, Erik Brunvand, Al Davis, Steven G. Parker, Solomon Boulos
Comput. Graph.6
2007 Packet-based whitted and distribution ray tracing
abstract
Much progress has been made toward interactive ray tracing, but most research has focused specifically on ray casting. A common approach is to use "packets" of rays to amortize cost across sets of rays. Whether "packets" can be used to speed up the cost of reflection and refraction rays is unclear. The issue is complicated since such rays do not share common origins and often have less directional coherence than viewing and shadow rays. Since the primary advantage of ray tracing over rasterization is the computation of global effects, such as accurate reflection and refraction, this lack of knowledge should be corrected. We are also interested in exploring whether distribution ray tracing, due to its stochastic properties, further erodes the effectiveness of techniques used to accelerate ray casting. This paper addresses the question of whether packet-based ray tracing algorithms can be effectively used for more than visibility computation. We show that by choosing an appropriate data structure and a suitable packet assembly algorithm we can extend the idea of "packets" from ray casting to Whitted-style and distribution ray tracing, while maintaining efficiency.
Solomon Boulos, David Edwards, J. Dylan Lacewell, Joe Michael Kniss, Jan Kautz, Peter Shirley, Ingo Wald
Graphics Interface1
2007 Interactive editing and modeling of bidirectional texture functions
abstract
While measured Bidirectional Texture Functions (BTF) enable impressive realism in material appearance, they offer little control, which limits their use for content creation. In this work, we interactively manipulate BTFs and create new BTFs from flat textures. We present an out-of-core approach to manage the size of BTFs and introduce new editing operations that modify the appearance of a material. These tools achieve their full potential when selectively applied to subsets of the BTF through the use of new selection operators. We further analyze the use of our editing operators for the modification of important visual characteristics such as highlights, roughness, and fuzziness. Results compare favorably to the direct alteration of micro-geometry and reflectances of synthetic reference data.
Jan Kautz, Solomon Boulos, Frédo Durand
ACM Trans. Graph.2
2007 Ray tracing deformable scenes using dynamic bounding volume hierarchies
Ingo Wald, Solomon Boulos, Peter Shirley
ACM Trans. Graph.2
2006 Image synthesis using adjoint photons
R. Keith Morley, Solomon Boulos, Jared M. Johnson, David Edwards, Peter Shirley, Michael Ashikhmin, Simon Premoze
Graphics Interface2
2006 The halfway vector disk for BRDF modeling
abstract
We present a mathematical framework for enforcing energy conservation in a bidirectional reflectance distribution function (BRDF) by specifying halfway vector distributions in simple two-dimensional domains. Energy-conserving BRDFs can produce plausible rendered images with accurate reflectance behavior, especially near grazing angles. Using our framework, we create an empirical BRDF that allows easy specification of diffuse, specular, and retroreflective materials. We also present a second BRDF model that is useful for data fitting; although it does not preserve energy, it uses the same halfway vector domain as the first model. We show that this data-fitting BRDF can be used to match measured data extremely well using only a small set of parameters. We believe that this is an improvement over table-based lookups and factored versions of BRDF data.
David Edwards, Solomon Boulos, Jared M. Johnson, Peter Shirley, Michael Ashikhmin, Michael M. Stark, Chris Wyman
ACM Trans. Graph.2
2005 Memory sharing for interactive ray tracing on clusters
David E. DeMarle, Christiaan P. Gribble, Solomon Boulos, Steven G. Parker
Parallel Comput.3