Demo Data from EDBT 2026 / reviewers in the wild / expert
William R. Mark
dblp:58/1607
· DBLP profile ↗
20ranked-venue papers
3as first author
3since 2021 · last 2021
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 18 · 3 first-author · 3 since 2021Artificial intelligence and machine learning · 4 · 3 since 2021Human-computer interaction and ubiquitous computing · 4 · 2 first-authorSystems, architecture and hardware · 2
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.
| Artificial intelligence
4 papers |
Efficient and distributed learning · 35% Learning paradigms · 27% Image recognition and object detection · 14% | |
| Computer graphics and multimedia
11 papers |
Rendering · 100% Virtual and augmented reality · 0% | |
| Computer architecture, parallel and distributed computing, and storage systems
7 papers |
Processor architecture and microarchitecture · 48% GPUs and heterogeneous computing · 18% Hardware accelerators and domain-specific architectures · 11% |
Topics — the 30 heaviest of 39, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Computer vision › Image recognition and object detection
image classification |
0.6 | 2 | 2021 | Background Splitting: Finding Rare Classes in a Sea of Background · CVPR 2021 HydraNets: Specialized Dynamic Architectures for Efficient Inference · CVPR 2018 |
Machine learning › Learning theory › classification
classifier evaluation |
0.5 | 1 | 2021 | Low-Shot Validation: Active Importance Sampling for Estimating Classifier Performance on Rare Categories · ICCV 2021 |
Machine learning › Learning paradigms
class imbalance |
0.5 | 1 | 2021 | Learning Rare Category Classifiers on a Tight Labeling Budget · ICCV 2021 |
Machine learning › Learning paradigms
imbalanced learning |
0.5 | 1 | 2021 | Background Splitting: Finding Rare Classes in a Sea of Background · CVPR 2021 |
Machine learning › Trustworthy machine learning
model validation |
0.5 | 1 | 2021 | Low-Shot Validation: Active Importance Sampling for Estimating Classifier Performance on Rare Categories · ICCV 2021 |
Machine learning › Efficient and distributed learning › active learning
semi-supervised active learning |
0.5 | 1 | 2021 | Learning Rare Category Classifiers on a Tight Labeling Budget · ICCV 2021 |
Machine learning › Efficient and distributed learning › adaptive computation
conditional computation |
0.3 | 1 | 2018 | HydraNets: Specialized Dynamic Architectures for Efficient Inference · CVPR 2018 |
Machine learning › Efficient and distributed learning › adaptive computation
dynamic architecture |
0.3 | 1 | 2018 | HydraNets: Specialized Dynamic Architectures for Efficient Inference · CVPR 2018 |
Machine learning › Efficient and distributed learning
inference efficiency |
0.3 | 1 | 2018 | HydraNets: Specialized Dynamic Architectures for Efficient Inference · CVPR 2018 |
Rendering
ray tracing |
0.3 | 3 | 2012 | Combining Single and Packet-Ray Tracing for Arbitrary Ray Distributions on the Intel MIC Architecture · IEEE Trans. Vis. Comput. Graph. 2012 Razor: An architecture for dynamic multiresolution ray tracing · ACM Trans. Graph. 2011 Ray tracing on programmable graphics hardware · ACM Trans. Graph. 2002 |
Machine learning › Learning paradigms › imbalanced learning
class-imbalanced representation learning |
0.1 | 1 | 2021 | Learning Rare Category Classifiers on a Tight Labeling Budget · ICCV 2021 |
Rendering
shading |
0.1 | 2 | 2010 | Consistent normal interpolation · ACM Trans. Graph. 2010 Reducing shading on GPUs using quad-fragment merging · ACM Trans. Graph. 2010 |
Rendering › GPU rendering
GPU rasterization |
0.1 | 1 | 2010 | Reducing shading on GPUs using quad-fragment merging · ACM Trans. Graph. 2010 |
Rendering › level of detail
adaptive tessellation |
0.1 | 1 | 2009 | DiagSplit: parallel, crack-free, adaptive tessellation for micropolygon rendering · ACM Trans. Graph. 2009 |
Rendering › ray tracing
real-time ray tracing |
0.1 | 1 | 2008 | Toward a multicore architecture for real-time ray-tracing · MICRO 2008 |
Processor architecture and microarchitecture
chip multiprocessor |
0.1 | 1 | 2008 | Toward a multicore architecture for real-time ray-tracing · MICRO 2008 |
Rendering
visibility computation |
0.1 | 1 | 2005 | The irregular Z-buffer: Hardware acceleration for irregular data structures · ACM Trans. Graph. 2005 |
Rendering › hidden surface removal
z-buffer |
0.1 | 1 | 2005 | The irregular Z-buffer: Hardware acceleration for irregular data structures · ACM Trans. Graph. 2005 |
GPUs and heterogeneous computing › graphics hardware
graphics hardware acceleration |
0.1 | 1 | 2005 | The irregular Z-buffer: Hardware acceleration for irregular data structures · ACM Trans. Graph. 2005 |
Hardware accelerators and domain-specific architectures › many-core accelerator
Intel MIC architecture |
0.0 | 1 | 2012 | Combining Single and Packet-Ray Tracing for Arbitrary Ray Distributions on the Intel MIC Architecture · IEEE Trans. Vis. Comput. Graph. 2012 |
Processor architecture and microarchitecture
SIMD |
0.0 | 1 | 2012 | Combining Single and Packet-Ray Tracing for Arbitrary Ray Distributions on the Intel MIC Architecture · IEEE Trans. Vis. Comput. Graph. 2012 |
Programming languages and type systems
domain-specific languages |
0.0 | 1 | 2003 | Cg: a system for programming graphics hardware in a C-like language · ACM Trans. Graph. 2003 |
Reconfigurable computing and FPGAs
reconfigurable architecture |
0.0 | 1 | 2003 | Universal Mechanisms for Data-Parallel Architectures · MICRO 2003 |
Rendering › shading
procedural shading |
0.0 | 1 | 2001 | A real-time procedural shading system for programmable graphics hardware · SIGGRAPH 2001 |
Rendering › shading
programmable shading |
0.0 | 1 | 2001 | A real-time procedural shading system for programmable graphics hardware · SIGGRAPH 2001 |
Parallel and multicore computing › parallel computing
parallel rendering |
0.0 | 1 | 2009 | DiagSplit: parallel, crack-free, adaptive tessellation for micropolygon rendering · ACM Trans. Graph. 2009 |
Rendering
real-time rendering |
0.0 | 3 | 2003 | Cg: a system for programming graphics hardware in a C-like language · ACM Trans. Graph. 2003 A real-time procedural shading system for programmable graphics hardware · SIGGRAPH 2001 Adding Force Feedback to Graphics Systems: Issues and Solutions · SIGGRAPH 1996 |
Performance modeling and evaluation
analytical modeling |
0.0 | 1 | 2008 | Toward a multicore architecture for real-time ray-tracing · MICRO 2008 |
Haptics and multimodal interaction › haptic feedback
force feedback |
0.0 | 1 | 1996 | Adding Force Feedback to Graphics Systems: Issues and Solutions · SIGGRAPH 1996 |
Haptics and multimodal interaction
haptic rendering |
0.0 | 1 | 1996 | Adding Force Feedback to Graphics Systems: Issues and Solutions · SIGGRAPH 1996 |
Methods — techniques the papers use, named apart from their topics
variance estimation · 0.5semi-supervised learning · 0.5pseudo-labeling · 0.5knowledge distillation · 0.5importance sampling · 0.5auxiliary loss · 0.5active sampling · 0.5active learning · 0.5soft gating · 0.3hybrid packet/single-ray tracing · 0.3bounding volume hierarchy · 0.3parallel tessellation · 0.2two-phase shading · 0.1kd-tree acceleration · 0.1scalar deviation parameter · 0.1normal interpolation · 0.1linear interpolation · 0.1fragment merging · 0.1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2021 | Background Splitting: Finding Rare Classes in a Sea of BackgroundabstractWe focus on the problem of training deep image classification models for a small number of extremely rare categories. In this common, real-world scenario, almost all images belong to the background category in the dataset. We find that state-of-the-art approaches for training on imbalanced datasets do not produce accurate deep models in this regime. Our solution is to split the large, visually diverse background into many smaller, visually similar categories during training. We implement this idea by extending an image classification model with an additional auxiliary loss that learns to mimic the predictions of a pre-existing classification model on the training set. The auxiliary loss requires no additional human labels and regularizes feature learning in the shared network trunk by forcing the model to discriminate between auxiliary categories for all training set examples, including those belonging to the monolithic background of the main rare category classification task. To evaluate our method we contribute modified versions of the iNaturalist and Places365 datasets where only a small subset of rare category labels are available during training (all other images are labeled as background). By jointly learning to recognize both the selected rare categories and auxiliary categories, our approach yields models that perform 8.3 mAP points higher than state-of-the-art imbalanced learning baselines when 98.30% of the data is background, and up to 42.3 mAP points higher than fine-tuning baselines when 99.98% of the data is background. Ravi Teja Mullapudi, Fait Poms, William R. Mark, Deva Ramanan, Kayvon Fatahalian |
CVPR | 3 |
| 2021 | Learning Rare Category Classifiers on a Tight Labeling BudgetabstractMany real-world ML deployments face the challenge of training a rare category model with a small labeling budget. In these settings, there is often access to large amounts of unlabeled data, therefore it is attractive to consider semi-supervised or active learning approaches to reduce human labeling effort. However, prior approaches make two assumptions that do not often hold in practice; (a) one has access to a modest amount of labeled data to bootstrap learning and (b) every image belongs to a common category of interest. In this paper, we consider the scenario where we start with as-little-as five labeled positives of a rare category and a large amount of unlabeled data of which 99.9% of it is negatives. We propose an active semi-supervised method for building accurate models in this challenging setting. Our method leverages two key ideas: (a) Utilize human and machine effort where they are most effective; human labels are used to identify "needle-in-a-haystack" positives, while machine-generated pseudo-labels are used to identify negatives. (b) Adapt recently proposed representation learning techniques for handling extremely imbalanced human labeled data to iteratively train models with noisy machine labeled data. We compare our approach with prior active learning and semi-supervised approaches, demonstrating significant improvements in accuracy per unit labeling effort, particularly on a tight labeling budget. Ravi Teja Mullapudi, Fait Poms, William R. Mark, Deva Ramanan, Kayvon Fatahalian |
ICCV | 3 |
| 2021 | Low-Shot Validation: Active Importance Sampling for Estimating Classifier Performance on Rare CategoriesabstractFor machine learning models trained with limited labeled training data, validation stands to become the main bottleneck to reducing overall annotation costs. We propose a statistical validation algorithm that accurately estimates the F-score of binary classifiers for rare categories, where finding relevant examples to evaluate on is particularly challenging. Our key insight is that simultaneous calibration and importance sampling enables accurate estimates even in the low-sample regime (< 300 samples). Critically, we also derive an accurate single-trial estimator of the variance of our method and demonstrate that this estimator is empirically accurate at low sample counts, enabling a practitioner to know how well they can trust a given low-sample estimate. When validating state-of-the-art semi-supervised models on ImageNet and iNatural-ist2017, our method achieves the same estimates of model performance with up to 10× fewer labels than competing approaches. In particular, we can estimate model F1 scores with a variance of 0.005 using as few as 100 labels. Fait Poms, Vishnu Sarukkai, Ravi Teja Mullapudi, Nimit Sharad Sohoni, William R. Mark, Deva Ramanan, Kayvon Fatahalian |
ICCV | 5 |
| 2018 | HydraNets: Specialized Dynamic Architectures for Efficient InferenceabstractThere is growing interest in improving the design of deep network architectures to be both accurate and low cost. This paper explores semantic specialization as a mechanism for improving the computational efficiency (accuracy-per-unit-cost) of inference in the context of image classification. Specifically, we propose a network architecture template called HydraNet, which enables state-of-the-art architectures for image classification to be transformed into dynamic architectures which exploit conditional execution for efficient inference. HydraNets are wide networks containing distinct components specialized to compute features for visually similar classes, but they retain efficiency by dynamically selecting only a small number of components to evaluate for any one input image. This design is made possible by a soft gating mechanism that encourages component specialization during training and accurately performs component selection during inference. We evaluate the HydraNet approach on both the CIFAR-100 and ImageNet classification tasks. On CIFAR, applying the HydraNet template to the ResNet and DenseNet family of models reduces inference cost by 2-4× while retaining the accuracy of the baseline architectures. On ImageNet, applying the HydraNet template improves accuracy up to 2.5% when compared to an efficient baseline architecture with similar inference cost. Ravi Teja Mullapudi, William R. Mark, Noam Shazeer, Kayvon Fatahalian |
CVPR | 2 |
| 2012 | Combining Single and Packet-Ray Tracing for Arbitrary Ray Distributions on the Intel MIC ArchitectureabstractWide-SIMD hardware is power and area efficient, but it is challenging to efficiently map ray tracing algorithms to such hardware especially when the rays are incoherent. The two most commonly used schemes are either packet tracing, or relying on a separate traversal stack for each SIMD lane. Both work great for coherent rays, but suffer when rays are incoherent: The former experiences a dramatic loss of SIMD utilization once rays diverge; the latter requires a large local storage, and generates multiple incoherent streams of memory accesses that present challenges for the memory system. In this paper, we introduce a single-ray tracing scheme for incoherent rays that uses just one traversal stack on 16-wide SIMD hardware. It uses a bounding-volume hierarchy with a branching factor of four as the acceleration structure, exploits four-wide SIMD in each box and primitive intersection test, and uses 16-wide SIMD by always performing four such node or primitive tests in parallel. We then extend this scheme to a hybrid tracing scheme that automatically adapts to varying ray coherence by starting out with a 16-wide packet scheme and switching to the new single-ray scheme as soon as rays diverge. We show that on the Intel Many Integrated Core architecture this hybrid scheme consistently, and over a wide range of scenes and ray distributions, outperforms both packet and single-ray tracing. Carsten Benthin, Ingo Wald, Sven Woop, Manfred Ernst, William R. Mark |
IEEE Trans. Vis. Comput. Graph. | 5 |
| 2011 | Razor: An architecture for dynamic multiresolution ray tracingabstractRecent work demonstrates that interactive ray tracing is possible on desktop systems, but there is still much debate as to how to most efficiently support advanced visual effects such as soft shadows, smooth freeform surfaces, complex shading, and animated scenes. With these challenges in mind, we reconsider the options for designing a rendering system and present Razor , a new software rendering architecture for distribution ray tracing designed to produce high-quality images with high performance on future single-chip many-core hardware. Razor includes two noteworthy capabilities: a set of techniques for quickly building the kd-tree acceleration structure on demand every frame from a scene graph and a system design that allows for crack-free multiresolution geometry with each ray independently choosing its geometry resolution. Razor's per-frame kd-tree build is designed to robustly handle arbitrarily scene animation, while its per-ray multiresolution geometry provides continuous level of detail driven by ray and path differentials. Razor also decouples shading from visibility computations using a two-phase shading scheme inspired by the REYES system, and caches tessellated representations of freeform surfaces at multiple levels of detail. We present experimental results gathered from a prototype system implemented on eight CPU cores, and discuss which aspects of the system are most successful and which would benefit from further investigation. Peter Djeu, Warren A. Hunt, Rui Wang 0003, Ikrima Elhassan, Gordon Stoll, William R. Mark |
ACM Trans. Graph. | 6 |
| 2010 | Reducing shading on GPUs using quad-fragment mergingabstractCurrent GPUs perform a significant amount of redundant shading when surfaces are tessellated into small triangles. We address this inefficiency by augmenting the GPU pipeline to gather and merge rasterized fragments from adjacent triangles in a mesh. This approach has minimal impact on output image quality, is amenable to implementation in fixed-function hardware, and, when rendering pixel-sized triangles, requires only a small amount of buffering to reduce overall pipeline shading work by a factor of eight. We find that a fragment-shading pipeline with this optimization is competitive with the REYES pipeline approach of shading at micropolygon vertices and, in cases of complex occlusion, can perform up to two times less shading work. Kayvon Fatahalian, Solomon Boulos, James Hegarty, Kurt Akeley, William R. Mark, Henry P. Moreton, Pat Hanrahan |
ACM Trans. Graph. | 5 |
| 2010 | Consistent normal interpolationabstractRendering a polygonal surface with Phong normal interpolation allows shading to appear as it would for a true curved surface while maintaining the efficiency and simplicity of coarse polygonal geometry. However, this approximation fails in certain situations, especially for grazing viewing directions. Well-known problems include physically impossible reflections and implausible illumination. Some of these artifacts can be mitigated through special-case processing, although no universal or generally accepted approaches are available. In particular, all known solutions that guarantee that reflected rays will always point outward from the surface also create discontinuities in the reflection ray direction. We present a simple modification of Phong normal interpolation that allows physically plausible reflections and creates an appearance of a smooth surface. We introduce an additional scalar parameter that characterizes the deviation between per-vertex normals and per face normals and use it to adjust linearly interpolated normals. The proposed technique eliminates perceptually objectionable artifacts caused by inconsistencies between the shading and geometric normals while retaining most of the practical advantages and simplicity of the original Phong formulation. Alexander Reshetov, Alexei Soupikov, William R. Mark |
ACM Trans. Graph. | 3 |
| 2009 | Soft irregular shadow mapping: fast, high-quality, and robust soft shadowsabstractWe introduce a straightforward, robust, and efficient algorithm for rendering high-quality soft shadows in dynamic scenes. Each frame, points in the scene visible from the eye are inserted into a spatial acceleration structure. Shadow umbrae are computed by sampling the scene from the light at the image plane coordinates given by the stored points. Penumbrae are computed at the same set of points, per silhouette edge, in two steps. First, the set of points affected by a given edge is estimated from the expected light-view screen-space bounds of the corresponding penumbra. Second, the actual overlap between these points and the penumbra is computed analytically directly from the occluding geometry. The umbral and penumbral sources of occlusion are then combined to determine the degree of shadow at the eye-view pixel corresponding to each sample point. An implementation of this algorithm for the Larrabee architecture yields from 27 to 33 frames per second in simulation for scenes from a modern game, and produces significantly higher image quality than other recent methods in the real-time domain. Gregory S. Johnson, Warren A. Hunt, Allen Hux, William R. Mark, Christopher A. Burns, Stephen Junkins |
SI3D | 4 |
| 2009 | State of the Art in Ray Tracing Animated ScenesabstractAbstract Ray tracing has long been a method of choice for off‐line rendering, but traditionally was too slow for interactive use. With faster hardware and algorithmic improvements this has recently changed, and real‐time ray tracing is finally within reach. However, real‐time capability also opens up new problems that do not exist in an off‐line environment. In particular real‐time ray tracing offers the opportunity to interactively ray trace moving/animated scene content. This presents a challenge to the data structures that have been developed for ray tracing over the past few decades. Spatial data structures crucial for fast ray tracing must be rebuilt or updated as the scene changes, and this can become a bottleneck for the speed of ray tracing. This bottleneck has recently received much attention by researchers and that has resulted in a multitude of different algorithms, data structures and strategies for handling animated scenes. The effectiveness of techniques for ray tracing dynamic scenes vary dramatically depending on details such as scene complexity, model structure, type of motion and the coherency of the rays. Consequently, there is so far no approach that is best in all cases, and determining the best technique for a particular problem can be a challenge. In this State of the Art Report (STAR), we aim to survey the different approaches to ray tracing animated scenes, discussing their strengths and weaknesses, and their relationship to other approaches. The overall goal is to help the reader choose the best approach depending on the situation, and to expose promising areas where there is potential for algorithmic improvements. Ingo Wald, William R. Mark, Johannes Günther 0001, Solomon Boulos, Thiago Ize, Warren A. Hunt, Steven G. Parker, Peter Shirley |
Comput. Graph. Forum | 2 |
| 2009 | DiagSplit: parallel, crack-free, adaptive tessellation for micropolygon renderingabstractWe present DiagSplit, a parallel algorithm for adaptively tessellating displaced parametric surfaces into high-quality, crack-free micropolygon meshes. DiagSplit modifies the split-dice tessellation algorithm to allow splits along non-isoparametric directions in the surface's parametric domain, and uses a dicing scheme that supports unique tessellation factors for each subpatch edge. Edge tessellation factors are computed using only information local to subpatch edges. These modifications allow all subpatches generated by DiagSplit to be processed independently without introducing T-junctions or mesh cracks and without incurring the tessellation overhead of binary dicing. We demonstrate that DiagSplit produces output that is better (in terms of image quality and number of micropolygons produced) than existing parallel tessellation schemes, and as good as highly adaptive split-dice implementations that are less amenable to parallelization. Matthew Fisher, Kayvon Fatahalian, Solomon Boulos, Kurt Akeley, William R. Mark, Pat Hanrahan |
ACM Trans. Graph. | 5 |
| 2008 | Toward a multicore architecture for real-time ray-tracingabstractSignificant improvement to visual quality for real-time 3D graphics requires modeling of complex illumination effects like soft-shadows, reflections, and diffuse lighting interactions. The conventional Z-buffer algorithm driven GPU model does not provide sufficient support for this improvement. This paper targets the entire graphics system stack and demonstrates algorithms, a software architecture, and a hardware architecture for real-time rendering with a paradigm shift to ray-tracing. The three unique features of our system called Copernicus are support for dynamic scenes, high image quality, and execution on programmable multicore architectures. The focus of this paper is the synergy and interaction between applications, architecture, and evaluation. First, we describe the ray-tracing algorithms which are designed to use redundancy and partitioning to achieve locality. Second, we describe the architecture which uses ISA specialization, multi-threading to hide memory delays and supports only local coherence. Finally, we develop an analytical performance model for our 128-core system, using measurements from simulation and a scaled-down prototype system. More generally, this paper addresses an important issue of mechanisms and evaluation for challenging workloads for future processors. Our results show that a single 8-core tile (each core 4-way multithreaded) can be almost 100% utilized and sustain 10 million rays/second. Sixteen such tiles, which can fit on a 240 mm2chip in 22 nm technology, make up the system and with our anticipated improvements in algorithms, can sustain real-time rendering. The mechanisms and the architecture can potentially support other domains like irregular scientific computations and physics computations. Venkatraman Govindaraju, Peter Djeu, Karthikeyan Sankaralingam, Mary K. Vernon, William R. Mark |
MICRO | 5 |
| 2007 | A Real-time Beam Tracer with Application to Exact Soft Shadows
Ryan S. Overbeck, Ravi Ramamoorthi, William R. Mark |
Rendering Techniques | 3 |
| 2005 | The irregular Z-buffer: Hardware acceleration for irregular data structuresabstractThe classical Z-buffer visibility algorithm samples a scene at regularly spaced points on an image plane. Previously, we introduced an extension of this algorithm called theirregular Z-bufferthat permits sampling of the scene from arbitrary points on the image plane. These sample points are stored in a two-dimensional spatial data structure. Here we present a set of architectural enhancements to the classical Z-buffer acceleration hardware which supports efficient execution of the irregular Z-buffer. These enhancements enable efficient parallel construction and query of certain irregular data structures, including the grid of linked lists used by our algorithm. The enhancements include flexible atomic read-modify-write units located near the memory controller, an internal routing network between these units and the fragment processors, and a MIMD fragment processor design. We simulate the performance of this new architecture and demonstrate that it can be used to render high-quality shadows in geometrically complex scenes at interactive frame rates. We also discuss other uses of the irregular Z-buffer algorithm and the implications of our architectural changes in the design of chip-multiprocessors. Gregory S. Johnson, Christopher A. Burns, William R. Mark |
ACM Trans. Graph. | 4 |
| 2003 | Universal Mechanisms for Data-Parallel ArchitecturesabstractData-parallel programs are both growing in importance and increasing in diversity, resulting in specialized processors targeted at specific classes of these programs. This paper presents a classification scheme for data-parallel program attributes, and proposes micro-architectural mechanisms to support applications with diverse behavior for using a single reconfigurable architecture. We focus on the following four broad kinds of data-parallel programs - DSP/multimedia, scientific, networking, and real-time graphics workloads. While all of these programs exhibit high computational intensity, coarse-grain regular control behavior, and some regular memory access behavior, they show wide variance in the computation requirements, fine grain control behavior, and the frequency of other types of memory accesses. Based on this study of application attributes, this paper proposes a set of general micro-architectural mechanisms that enable a baseline architecture to be dynamically tailored to the demands of a particular application. These mechanisms provide efficient execution across a spectrum of data-parallel application and can be applied to diverse architectures ranging from vector cores to conventional superscalar cores. Our results using a baseline TRIPS processor show that the configurability of the architecture to the application demands provides harmonic mean performance improvement of 5%-55% over scalable yet less flexible architectures, and performs competitively against specialized architectures. Karthikeyan Sankaralingam, Stephen W. Keckler, William R. Mark, Doug Burger |
MICRO | 3 |
| 2003 | Cg: a system for programming graphics hardware in a C-like languageabstractThe latest real-time graphics architectures include programmable floating-point vertex and fragment processors, with support for data-dependent control flow in the vertex processor. We present a programming language and a supporting system that are designed for programming these stream processors. The language follows the philosophy of C, in that it is a hardware-oriented, general-purpose language, rather than an application-specific shading language. The language includes a variety of facilities designed to support the key architectural features of programmable graphics processors, and is designed to support multiple generations of graphics architectures with different levels of functionality. The system supports both of the major 3D graphics APIs: OpenGL and Direct3D. This paper identifies many of the choices that we faced as we designed the system, and explains why we made the decisions that we did. William R. Mark, R. Steven Glanville, Kurt Akeley, Mark J. Kilgard |
ACM Trans. Graph. | 1 |
| 2002 | Ray tracing on programmable graphics hardwareabstractRecently a breakthrough has occurred in graphics hardware: fixed function pipelines have been replaced with programmable vertex and fragment processors. In the near future, the graphics pipeline is likely to evolve into a general programmable stream processor capable of more than simply feed-forward triangle rendering.In this paper, we evaluate these trends in programmability of the graphics pipeline and explain how ray tracing can be mapped to graphics hardware. Using our simulator, we analyze the performance of a ray casting implementation on next generation programmable graphics hardware. In addition, we compare the performance difference between non-branching programmable hardware using a multipass implementation and an architecture that supports branching. We also show how this approach is applicable to other ray tracing algorithms such as Whitted ray tracing, path tracing, and hybrid rendering algorithms. Finally, we demonstrate that ray tracing on graphics hardware could prove to be faster than CPU based implementations as well as competitive with traditional hardware accelerated feed-forward triangle rendering. Timothy J. Purcell, Ian Buck, William R. Mark, Pat Hanrahan |
ACM Trans. Graph. | 3 |
| 2001 | A real-time procedural shading system for programmable graphics hardwareabstractReal-time graphics hardware is becoming programmable, but this programmable hardware is complex and difficult to use given current APIs. Higher-level abstractions would both increase programmer productivity and make programs more portable. However, it is challenging to raise the abstraction level while still providing high performance. We have developed a real-time procedural shading language system designed to achieve this goal. Our system is organized around multiple computation frequencies. For example, computations may be associated with vertices or with fragments/pixels. Our system’s shading language provides a unified interface that allows a single procedure to include operations from more than one computation frequency. Internally, our system virtualizes limited hardware resources to allow for arbitrarily-complex computations. We map operations to graphics hardware if possible, or to the host CPU as a last resort. This mapping is performed by compiler back-end modules associated with each computation frequency. Our system can map vertex operations to either programmable vertex hardware or to the host CPU, and can map fragment operations to either programmable fragment hardware or to multipass OpenGL. By carefully designing all the components of the system, we are able to generate highly-optimized code. We demonstrate our system running in real-time on a variety of hardware. Kekoa Proudfoot, William R. Mark, Svetoslav Tzvetkov, Pat Hanrahan |
SIGGRAPH | 2 |
| 1997 | Post-rendering 3D warpingabstractA pair of rendered images and tbek Z-buffers contain almost all of the information necessary tore-render from nearby viewpoints.For the small changes in viewpoint that occur in a fraction of a second, this information is sufficient for high quafity re-rendering with cost independent of scene complexity.Re-rendenng from previously computed views allows an order-of-magnitude increase in apparent frame rate over that provided by conventional rendering alone.It can also compensate for system latency in local or remote display.We use McMillan and Bishop's image warping algorithm to re-render, allowing us to compensate for viewpoint translation as well as rotation.We avoid occlusion-related artifacts by warping two different reference images and compositing the results, This paper explains the basic design of our system and provides details of our reconstruction and multi-image compositing afgoritbms.We present our method for selecting reference image locations and the heuristic we use for any portions of the scene which happen to be occluded in both reference images.We also discuss properties of our technique which make it suitable for real-time implementation, and briefly describe our simpler rerd-time remote dkplay system. William R. Mark, Leonard McMillan, Gary Bishop |
SI3D | 1 |
| 1996 | Adding Force Feedback to Graphics Systems: Issues and SolutionsabstractIntegrating force feedback with a complete real-time virtual environment system presents problems which are more difficult than those encountered in building simpler forcefeedback systems. In particular, lengthy computations for graphics or simulation require a decoupling of the haptic servo loop from the main application loop if high-quality forces are to be produced. We present some approaches to these problems and describe our force-feedback software library which implements these techniques and provides other benefits including haptic-textured surfaces, device independence, distributed operation and easy enhancement. William R. Mark, Scott C. Randolph, Mark Finch, James M. Van Verth, Russell M. Taylor II |
SIGGRAPH | 1 |