Demo Data from EDBT 2026 / reviewers in the wild / expert
Sangyun Jeon
dblp:427/8777
· DBLP profile ↗
1ranked-venue papers
0as first author
1since 2021 · last 2026
—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 |
Hardware accelerators and domain-specific architectures · 100% |
Topics — the 3 heaviest of 4, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Rendering
ray tracing |
1.0 | 1 | 2026 | GRTX: Efficient Ray Tracing for 3D Gaussian-Based Rendering · HPCA 2026 |
Rendering › ray tracing
ray tracing hardware acceleration |
1.0 | 1 | 2026 | GRTX: Efficient Ray Tracing for 3D Gaussian-Based Rendering · HPCA 2026 |
Rendering
volume rendering |
0.3 | 1 | 2026 | GRTX: Efficient Ray Tracing for 3D Gaussian-Based Rendering · HPCA 2026 |
Methods — techniques the papers use, named apart from their topics
traversal checkpointing · 2.0ray space transformation · 2.0BVH construction · 2.0
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | GRTX: Efficient Ray Tracing for 3D Gaussian-Based Renderingabstract3D Gaussian Splatting has gained widespread adoption across diverse applications due to its exceptional rendering performance and visual quality. While most existing methods rely on rasterization to render Gaussians, recent research has started investigating ray tracing approaches to overcome the fundamental limitations inherent in rasterization. However, current Gaussian ray tracing methods suffer from inefficiencies such as bloated acceleration structures and redundant node traversals, which greatly degrade ray tracing performance. In this work, we present GRTX, a set of software and hardware optimizations that enable efficient ray tracing for 3D Gaussian-based rendering. First, we introduce a novel approach for constructing streamlined acceleration structures for Gaussian primitives. Our key insight is that anisotropic Gaussians can be treated as unit spheres through ray space transformations, which substantially reduces BVH size and traversal overhead. Second, we propose dedicated hardware support for traversal checkpointing within ray tracing units. This eliminates redundant node visits during multi-round tracing by resuming traversal from checkpointed nodes rather than restarting from the root node in each subsequent round. Our evaluation shows that GRTX significantly improves ray tracing performance compared to the baseline ray tracing method with a negligible hardware cost. Sangyun Jeon, Jaewoong Sim |
HPCA | 2 |