EDBT 2026 Demo / reviewers in the wild / expert
Michael Henson
dblp:46/3304
· DBLP profile ↗
3ranked-venue papers
1as first author
0since 2021 · last 2013
0009-0000-3777-3347ORCID · reported
Domains — the database's venue-derived domains; a paper can count in several
Systems, architecture and hardware · 1Security and privacy · 1 · 1 first-authorGraphics, computer vision, multimedia, augmented reality and games · 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
1 paper |
High-performance computing · 75% GPUs and heterogeneous computing · 25% | |
| Interdisciplinary, comprehensive, and emerging computing
1 paper |
Computational science and engineering · 100% |
Topics — the 5 heaviest of 5, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
High-performance computing › numerical linear algebra
dense linear solvers |
0.1 | 1 | 2005 | LU-GPU: Efficient Algorithms for Solving Dense Linear Systems on Graphics Hardware · SC 2005 |
GPUs and heterogeneous computing › GPU-accelerated scientific computing
GPU-accelerated numerical linear algebra |
0.1 | 1 | 2005 | LU-GPU: Efficient Algorithms for Solving Dense Linear Systems on Graphics Hardware · SC 2005 |
High-performance computing › numerical linear algebra
matrix factorization |
0.1 | 1 | 2005 | LU-GPU: Efficient Algorithms for Solving Dense Linear Systems on Graphics Hardware · SC 2005 |
High-performance computing › numerical linear algebra
parallel linear algebra |
0.1 | 1 | 2005 | LU-GPU: Efficient Algorithms for Solving Dense Linear Systems on Graphics Hardware · SC 2005 |
Computational science and engineering
computational fluid dynamics |
0.0 | 1 | 2005 | LU-GPU: Efficient Algorithms for Solving Dense Linear Systems on Graphics Hardware · SC 2005 |
Methods — techniques the papers use, named apart from their topics
rasterization-based computation · 0.1cache-efficient data representation · 0.1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2013 | Beyond Full Disk Encryption: Protection on Security-Enhanced Commodity Processors
Michael Henson |
ACNS | 1 |
| 2005 | LU-GPU: Efficient Algorithms for Solving Dense Linear Systems on Graphics HardwareabstractWe present a novel algorithm to solve dense linear systems using graphics processors (GPUs). We reduce matrix decomposition and row operations to a series of rasterization problems on the GPU. These include new techniques for streaming index pairs, swapping rows and columns and parallelizing the computation to utilize multiple vertex and fragment processors. We also use appropriate data representations to match the rasterization order and cache technology of graphics processors. We have implemented our algorithm on different GPUs and compared the performance with optimized CPU implementations. In particular, our implementation on a NVIDIA GeForce 7800 GPU outperforms a CPU-based ATLAS implementation. Moreover, our results show that our algorithm is cache and bandwidth efficient and scales well with the number of fragment processors within the GPU and the core GPU clock rate. We use our algorithm for fluid flow simulation and demonstrate that the commodity GPU is a useful co-processor for many scientific applications. Nico Galoppo, Naga K. Govindaraju, Michael Henson, Dinesh Manocha |
SC | 3 |
| 2005 | Interactive visibility ordering and transparency computations among geometric primitives in complex environmentsabstractWe describe a novel algorithm for visibility ordering among non-overlapping geometric objects in complex and dynamic environments. Our algorithm rearranges the objects in a back-to-front or a front-to-back order from a given viewpoint. We perform comparisons between the primitives by using occlusion queries on the GPUs and exploit frame to frame coherence to reduce the number of occlusion queries. Our visibility ordering algorithm requires no preprocessing and is applicable to all kind of models, including polygon soups and deformable models. We have used our algorithm for order-independent transparency computations in high-depth complexity environments and performing N-body collision culling in dynamic environments. We have implemented our algorithm on a PC with a 3.4 GHz Pentium IV CPU with a NVIDIA GeForce FX 6800 Ultra GPU and applied it to complex environments with tens or hundreds of thousands of polygons. Our algorithm can compute a visibility ordering among the objects and triangles at interactive frame rates. Naga K. Govindaraju, Michael Henson, Ming C. Lin, Dinesh Manocha |
SI3D | 2 |