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Jaisung Kim

dblp:400/6581 · DBLP profile ↗
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1ranked-venue papers
0as first author
1since 2021 · last 2025
—ORCID · none

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

Systems, architecture and hardware · 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
GPUs and heterogeneous computing · 100%

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

TopicWeightPapersLastEvidence papers
Rendering
volume rendering
0.912025
VR-Pipe: Streamlining Hardware Graphics Pipeline for Volume Rendering · HPCA 2025
GPUs and heterogeneous computing
graphics hardware
0.912025
VR-Pipe: Streamlining Hardware Graphics Pipeline for Volume Rendering · HPCA 2025
Rendering › neural rendering
radiance field rendering
0.312025
VR-Pipe: Streamlining Hardware Graphics Pipeline for Volume Rendering · HPCA 2025

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

quad merging · 1.7multi-granular tile binning · 1.7early termination hardware support · 1.7
YearPublicationVenuePosition
2025 VR-Pipe: Streamlining Hardware Graphics Pipeline for Volume Rendering
abstract
Graphics rendering that builds on machine learning and radiance fields is gaining significant attention due to its outstanding quality and speed in generating photorealistic images from novel viewpoints. However, prior work has primarily focused on evaluating its performance through software-based rendering on programmable shader cores, leaving its performance when exploiting fixed-function graphics units largely unexplored. In this paper, we investigate the performance implications of performing radiance field rendering on the hardware graphics pipeline. In doing so, we implement the state-of-the-art radiance field method, 3D Gaussian splatting, using graphics APIs and evaluate it across synthetic and real-world scenes on today’s graphics hardware. Based on our analysis, we present VR-Pipe, which seamlessly integrates two innovations into graphics hardware to streamline the hardware pipeline for volume rendering, such as radiance field methods. First, we introduce native hardware support for early termination by repurposing existing special-purpose hardware in modern GPUs. Second, we propose multi-granular tile binning with quad merging, which opportunistically blends fragments in shader cores before passing them to fixed-function blending units. Our evaluation shows that VR-Pipe greatly improves rendering performance, achieving up to a $2.78 \times$ speedup over the conventional graphics pipeline with negligible hardware overhead.
Jaisung Kim, Junyong Park 0005, Jaewoong Sim
HPCA2