Philippe Lacroute

dblp:79/3273 · DBLP profile ↗
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2ranked-venue papers
2as first author
0since 2021 · last 1996
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 2 · 2 first-authorHuman-computer interaction and ubiquitous computing · 1 · 1 first-author

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
2 papers
Rendering · 86% Geometric modeling and processing · 7% Image and video coding · 7%
Computer architecture, parallel and distributed computing, and storage systems
1 paper
Parallel and multicore computing · 100%

Topics — the 5 heaviest of 5, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Rendering
volume rendering
0.021996
Analysis of a Parallel Volume Rendering System Based on the Shear-Warp Factorization · IEEE Trans. Vis. Comput. Graph. 1996
Fast volume rendering using a shear-warp factorization of the viewing transformation · SIGGRAPH 1994
Rendering › volume rendering
parallel volume rendering
0.011996
Analysis of a Parallel Volume Rendering System Based on the Shear-Warp Factorization · IEEE Trans. Vis. Comput. Graph. 1996
Parallel and multicore computing › multiprocessor system
shared-memory multiprocessor
0.011996
Analysis of a Parallel Volume Rendering System Based on the Shear-Warp Factorization · IEEE Trans. Vis. Comput. Graph. 1996
Image and video coding › lossless compression
run-length coding
0.011994
Fast volume rendering using a shear-warp factorization of the viewing transformation · SIGGRAPH 1994
Geometric modeling and processing
spatial data structures
0.011994
Fast volume rendering using a shear-warp factorization of the viewing transformation · SIGGRAPH 1994

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

run-length encoding · 0.0dynamic load balancing · 0.0spatial coherence · 0.0shear-warp factorization · 0.0scanline traversal · 0.0
YearPublicationVenuePosition
1996 Analysis of a Parallel Volume Rendering System Based on the Shear-Warp Factorization
abstract
This paper presents a parallel volume rendering algorithm that can render a 256/spl times/256/spl times/225 voxel medical data set at over 15 Hz and a 512/spl times/512/spl times/334 voxel data set at over 7 Hz on a 32-processor Silicon Graphics Challenge. The algorithm achieves these results by minimizing each of the three components of execution time: computation time, synchronization time, and data communication time. Computation time is low because the parallel algorithm is based on the recently-reported shear-warp serial volume rendering algorithm which is over five times faster than previous serial algorithms. The algorithm uses run-length encoding to exploit coherence and an efficient volume traversal to reduce overhead. Synchronization time is minimized by using dynamic load balancing and a task partition that minimizes synchronization events. Data communication costs are low because the algorithm is implemented for shared-memory multiprocessors, a class of machines with hardware support for low-latency fine-grain communication and hardware caching to hide latency. We draw two conclusions from our implementation. First, we find that on shared-memory architectures data redistribution and communication costs do not dominate rendering time. Second, we find that cache locality requirements impose a limit on parallelism in volume rendering algorithms. Specifically, our results indicate that shared-memory machines with hundreds of processors would be useful only for rendering very large data sets.
Philippe Lacroute
IEEE Trans. Vis. Comput. Graph.1
1994 Fast volume rendering using a shear-warp factorization of the viewing transformation
abstract
Several existing volume rendering algorithms operate by factoring the viewing transformation into a 3D shear parallel to the data slices, a projection to form an intermediate but distorted image, and a 2D warp to form an undistorted final image. We extend this class of algorithms in three ways. First, we describe a new object-order rendering algorithm based on the factorization that is significantly faster than published algorithms with minimal loss of image quality. Shear-warp factorizations have the property that rows of voxels in the volume are aligned with rows of pixels in the intermediate image. We use this fact to construct a scanline-based algorithm that traverses the volume and the intermediate image in synchrony, taking advantage of the spatial coherence present in both. We use spatial data structures based on run-length encoding for both the volume and the intermediate image. Our implementation running on an SGI Indigo workstation renders a 2563 voxel medical data set in one second. Our second extension is a shear-warp factorization for perspective viewing transformations, and we show how our rendering algorithm can support this extension. Third, we introduce a data structure for encoding spatial coherence in unclassified volumes (i.e. scalar fields with no precomputed opacity). When combined with our shear-warp rendering algorithm this data structure allows us to classify and render a 2563 voxel volume in three seconds. The method extends to support mixed volumes and geometry and is parallelizable.
Philippe Lacroute, Marc Levoy
SIGGRAPH1