Demonstration venue · read-only. Every page can be browsed; the buttons that would change it are switched off. Create an account to run TaxoReview on your own data. A simulation from public publication records: the people listed were not invited and did not agree to review.
? Tutorial for this page

David K. McAllister

dblp:49/1931 · DBLP profile ↗
← Back
3ranked-venue papers
0as 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 · 2Systems, 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
2 papers
GPUs and heterogeneous computing · 78% High-performance computing · 17% Parallel and multicore computing · 5%
Computer graphics and multimedia
2 papers
Rendering · 100%

Topics — the 6 heaviest of 7, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Rendering
ray tracing
0.112010
OptiX: a general purpose ray tracing engine · ACM Trans. Graph. 2010
GPUs and heterogeneous computing › GPU rendering
GPU ray tracing
0.112010
OptiX: a general purpose ray tracing engine · ACM Trans. Graph. 2010
GPUs and heterogeneous computing › graphics hardware
graphics hardware acceleration
0.012001
Fast matrix multiplies using graphics hardware · SC 2001
High-performance computing › numerical linear algebra
matrix multiplication
0.012001
Fast matrix multiplies using graphics hardware · SC 2001
Parallel and multicore computing › parallel algorithms
parallel matrix algorithms
0.012001
Fast matrix multiplies using graphics hardware · SC 2001
Rendering
texture mapping
0.012000
Relief texture mapping · SIGGRAPH 2000

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

just-in-time compilation · 0.2domain-specific compiler · 0.2parallel processing algorithm · 0.0graphics hardware visualization · 0.0displacement mapping · 0.01-d forward transform · 0.0
YearPublicationVenuePosition
2010 OptiX: a general purpose ray tracing engine
abstract
The NVIDIA® OptiX™ ray tracing engine is a programmable system designed for NVIDIA GPUs and other highly parallel architectures. The OptiX engine builds on the key observation that most ray tracing algorithms can be implemented using a small set of programmable operations. Consequently, the core of OptiX is a domain-specific just-in-time compiler that generates custom ray tracing kernels by combining user-supplied programs for ray generation, material shading, object intersection, and scene traversal. This enables the implementation of a highly diverse set of ray tracing-based algorithms and applications, including interactive rendering, offline rendering, collision detection systems, artificial intelligence queries, and scientific simulations such as sound propagation. OptiX achieves high performance through a compact object model and application of several ray tracing-specific compiler optimizations. For ease of use it exposes a single-ray programming model with full support for recursion and a dynamic dispatch mechanism similar to virtual function calls.
Steven G. Parker, James Bigler, Andreas Dietrich 0001, Heiko Friedrich, Jared Hoberock, David P. Luebke, David K. McAllister, Morgan McGuire, R. Keith Morley, Austin Robison, Martin Stich
ACM Trans. Graph.7
2001 Fast matrix multiplies using graphics hardware
abstract
We present a technique for large matrix-matrix multiplies using low cost graphics hardware. The result is computed by literally visualizing the computations of a simple parallel processing algorithm. Current graphics hardware technology has limited precision and thus limits immediate applicability of our algorithm. We include results demonstrating proof of concept, correctness, speedup, and a simple application. This is therefore forward looking research: a technique ready for technology on the horizon.
E. Scott Larsen, David K. McAllister
SC2
2000 Relief texture mapping
abstract
We present an extension to texture mapping that supports the representation of 3-D surface details and view motion parallax. The results are correct for viewpoints that are static or moving, far away or nearby. Our approach is very simple: a relief texture (texture extended with an orthogonal displacement per texel) is mapped onto a polygon using a two-step process: First, it is converted into an ordinary texture using a surprisingly simple 1-D forward transform. The resulting texture is then mapped onto the polygon using standard texture mapping. The 1-D warping functions work in texture coordinates to handle the parallax and visibility changes that result from the 3-D shape of the displacement surface. The subsequent texture-mapping operation handles the transformation from texture to screen coordinates.
Manuel Menezes de Oliveira Neto, Gary Bishop, David K. McAllister
SIGGRAPH3