Demo Data from EDBT 2026 / reviewers in the wild / expert
Jeong-Soo Park 0004
dblp:43/3163-4 · also Jeongsoo Park 0004
· DBLP profile ↗
4ranked-venue papers
0as first author
0since 2021 · last 2015
—ORCID · unresolved
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 3Systems, architecture and hardware · 1Human-computer interaction and ubiquitous computing · 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 architecture, parallel and distributed computing, and storage systems
3 papers |
GPUs and heterogeneous computing · 55% Memory systems · 45% | |
| Computer graphics and multimedia
3 papers |
Rendering · 79% Visualization and visual analytics · 21% |
Topics — the 8 heaviest of 9, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
GPUs and heterogeneous computing › graphics accelerator
ray tracing hardware |
0.3 | 2 | 2015 | HART: A Hybrid Architecture for Ray Tracing Animated Scenes · IEEE Trans. Vis. Comput. Graph. 2015 T&I engine: traversal and intersection engine for hardware accelerated ray tracing · ACM Trans. Graph. 2011 |
Rendering
ray tracing |
0.2 | 2 | 2011 | T&I engine: traversal and intersection engine for hardware accelerated ray tracing · ACM Trans. Graph. 2011 Ordered depth-first layouts for ray tracing · SIGGRAPH ASIA (Sketches) 2010 |
Memory systems
cache design |
0.2 | 1 | 2015 | HART: A Hybrid Architecture for Ray Tracing Animated Scenes · IEEE Trans. Vis. Comput. Graph. 2015 |
Rendering › ray tracing
acceleration structure |
0.1 | 1 | 2010 | Ordered depth-first layouts for ray tracing · SIGGRAPH ASIA (Sketches) 2010 |
Visualization and visual analytics › hierarchical data visualization
tree layout |
0.1 | 1 | 2010 | Ordered depth-first layouts for ray tracing · SIGGRAPH ASIA (Sketches) 2010 |
Rendering › temporal rendering › animation rendering
animated scene rendering |
0.1 | 1 | 2015 | HART: A Hybrid Architecture for Ray Tracing Animated Scenes · IEEE Trans. Vis. Comput. Graph. 2015 |
Memory systems
cache coherence |
0.0 | 1 | 2010 | Ordered depth-first layouts for ray tracing · SIGGRAPH ASIA (Sketches) 2010 |
Memory systems › cache › cache behavior
cache line utilization |
0.0 | 1 | 2010 | Ordered depth-first layouts for ray tracing · SIGGRAPH ASIA (Sketches) 2010 |
Methods — techniques the papers use, named apart from their topics
cycle-accurate simulation · 0.4three-phase ray-triangle intersection · 0.2ray accumulation unit · 0.2ordered depth-first layout · 0.2depth-first tree layout · 0.2
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2015 | HART: A Hybrid Architecture for Ray Tracing Animated ScenesabstractWe present a hybrid architecture, inspired by asynchronous BVH construction [1], for ray tracing animated scenes. Our hybrid architecture utilizes heterogeneous hardware resources: dedicated ray-tracing hardware for BVH updates and ray traversal and a CPU for BVH reconstruction. We also present a traversal scheme using a primitive's axis-aligned bounding box (PrimAABB). This scheme reduces ray-primitive intersection tests by reusing existing BVH traversal units and the primAABB data for tree updates; it enables the use of shallow trees to reduce tree build times, tree sizes, and bus bandwidth requirements. Furthermore, we present a cache scheme that exploits consecutive memory access by reusing data in an L1 cache block. We perform cycle-accurate simulations to verify our architecture, and the simulation results indicate that the proposed architecture can achieve real-time Whitted ray tracing animated scenes at 1,920 × 1,200 resolution. This result comes from our high-performance hardware architecture and minimized resource requirements for tree updates. Jae-Ho Nah, Jin-Woo Kim 0004, Won-Jong Lee, Jeong-Soo Park 0004, Seokyoon Jung, Woo-Chan Park, Dinesh Manocha, Tack-Don Han |
IEEE Trans. Vis. Comput. Graph. | 5 |
| 2013 | Mobile GPU shader processor based on non-blocking Coarse Grained Reconfigurable Arrays architectureabstractCoarse-grained reconfigurable arrays (CGRAs) based processors provide high performance and energy-efficiency as well as programmability by means of the ability to reconfigure the datapath connecting the ALU arrays. A CGRA based processor executes loop kernels whose schedule should be fixed at compile time. This restriction hinders CGRA from being efficient particularly in accessing external memories or caches whose access time varies greatly. This makes it challenging to build a CGRA based high-performance, energy-efficient mobile GPU because GPU shader execution usually involves massive texture memory accesses which consist of accesses to texture cache and external texture memory. In this paper, we present an Non-blocking Coarse Grained Reconfigurable Arrays (NBC-GRA) architecture which can handle varying-latency operations efficiently. We also propose an improved CGRA based GPU shader processor architecture based on it. Retry buffer enables threads to re-execute later when the required memory access completes. With a non-blocking texture cache, the shader core can execute without stalls even in the case of cache misses. All of these components help to improve CGRA core throughput greatly despite of longer memory access latencies. Evaluation results show that our NBCGRA architecture based shader processor could perform efficiently despite extreme variation of texture cache access latencies and could reduce the shader execution cycles by upto 68% with minimal hardware cost overhead. Kwontaek Kwon, Sungjin Son, Jeong-Soo Park 0004, Jeongae Park, Sangoak Woo, Seokyoon Jung, Soojung Ryu |
FPT | 3 |
| 2011 | T&I engine: traversal and intersection engine for hardware accelerated ray tracingabstractRay tracing naturally supports high-quality global illumination effects, but it is computationally costly. Traversal and intersection operations dominate the computation of ray tracing. To accelerate these two operations, we propose a hardware architecture integrating three novel approaches. First, we present an ordered depth-first layout and a traversal architecture using this layout to reduce the required memory bandwidth. Second, we propose a three-phase ray-triangle intersection architecture that takes advantage of early exit. Third, we propose a latency hiding architecture defined as the ray accumulation unit. Cycle-accurate simulation results indicate our architecture can achieve interactive distributed ray tracing. Jae-Ho Nah, Jeong-Soo Park 0004, Chanmin Park, Jin-Woo Kim 0004, Yun-Hye Jung, Woo-Chan Park, Tack-Don Han |
ACM Trans. Graph. | 2 |
| 2010 | Ordered depth-first layouts for ray tracingabstractWe present an ordered depth-first tree layout for ray tracing. Among two child nodes, a child node with the larger surface area is stored next to its parent node. Hence, the probabilities that a ray accesses to the same cache line increase. Our approach can be easily and widely used for various ray tracing systems with very small overheads, as it is based on existing depth-first layouts. Jae-Ho Nah, Jeong-Soo Park 0004, Jin-Woo Kim 0004, Chanmin Park, Tack-Don Han |
SIGGRAPH ASIA (Sketches) | 2 |