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Robert Toth

dblp:80/3510 · DBLP profile ↗
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15ranked-venue papers
6as first author
0since 2021 · last 2020
0000-0003-4531-3337ORCID · reported

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

Graphics, computer vision, multimedia, augmented reality and games · 8 · 1 first-authorApplied, interdisciplinary, general and emerging computing · 6 · 4 first-authorArtificial intelligence and machine learning · 3 · 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 · 100%

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

TopicWeightPapersLastEvidence papers
Rendering › shading
shading reuse
0.212014
AMFS: adaptive multi-frequency shading for future graphics processors · ACM Trans. Graph. 2014
Rendering › GPU rendering
variable rate shading
0.212014
AMFS: adaptive multi-frequency shading for future graphics processors · ACM Trans. Graph. 2014
Rendering › sampling
decoupled sampling
0.212013
A sort-based deferred shading architecture for decoupled sampling · ACM Trans. Graph. 2013
Rendering › GPU rendering › shader-based rendering
deferred shading
0.212013
A sort-based deferred shading architecture for decoupled sampling · ACM Trans. Graph. 2013
Rendering › monte carlo rendering
stochastic rendering
0.212013
A sort-based deferred shading architecture for decoupled sampling · ACM Trans. Graph. 2013

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

parametric patch space shading · 0.2multi-frequency shading · 0.2tile-based sorting · 0.2buffer compression · 0.2architectural simulation · 0.2
YearPublicationVenuePosition
2020 DyNeuMo Mk-2: An Investigational Circadian-Locked Neuromodulator with Responsive Stimulation for Applied Chronobiology
abstract
Deep brain stimulation (DBS) for Parkinson's disease, essential tremor and epilepsy is an established palliative treatment. DBS uses electrical neuromodulation to suppress symptoms. Most current systems provide a continuous pattern of fixed stimulation, with clinical follow-ups to refine settings constrained to normal office hours. An issue with this management strategy is that the impact of stimulation on circadian, i.e. sleep-wake, rhythms is not fully considered; either in the device design or in the clinical follow-up. Since devices can be implanted in brain targets that couple into the reticular activating network, impact on wakefulness and sleep can be significant. This issue will likely grow as new targets are explored, with the potential to create entraining signals that are uncoupled from environmental influences. To address this issue, we have designed a new brain-machine-interface for DBS that combines a slow-adaptive circadian-based stimulation pattern with a fast-acting pathway for responsive stimulation, demonstrated here for seizure management. In preparation for first-in-human research trials to explore the utility of multi-timescale automated adaptive algorithms, design and prototyping was carried out in line with ISO risk management standards, ensuring patient safety. The ultimate aim is to account for chronobiology within the algorithms embedded in brain-machine-interfaces and in neuromodulation technology more broadly.
Robert Toth, Mayela Zamora, Jon Ottaway, Tom Gillbe, Sean Martin, Moaad Benjaber, Guy Lamb, Tara Noone, Barry Taylor, Alceste Deli, Václav Kremen, Gregory A. Worrell, Timothy G. Constandinou, Ivor Gillbe, Stefan De Wachter, Charles Knowles, Andrew Sharott, Antonio Valentín, Alexander L. Green, Timothy Denison
SMC1
2014 Adaptive texture space shading for stochastic rendering
abstract
Abstract When rendering effects such as motion blur and defocus blur, shading can become very expensive if done in a naïve way, i.e. shading each visibility sample. To improve performance, previous work often decouple shading from visibility sampling using shader caching algorithms. We present a novel technique for reusing shading in a stochastic rasterizer. Shading is computed hierarchically and sparsely in an object‐space texture, and by selecting an appropriate mipmap level for each triangle, we ensure that the shading rate is sufficiently high so that no noticeable blurring is introduced in the rendered image. Furthermore, with a two‐pass algorithm, we separate shading from reuse and thus avoid GPU thread synchronization. Our method runs at real‐time frame rates and is up to 3 × faster than previous methods. This is an important step forward for stochastic rasterization in real time.
Jon Hasselgren, Robert Toth, Tomas Akenine-Möller
Comput. Graph. Forum3
2014 A domain constrained deformable (DoCD) model for co-registration of pre- and post-radiated prostate MRI
Robert Toth, Bryan J. Traughber, Rodney J. Ellis, John Kurhanewicz, Anant Madabhushi
Neurocomputing1
2014 Identifying quantitative in vivo multi-parametric MRI features for treatment related changes after laser interstitial thermal therapy of prostate cancer
Satish Viswanath, Robert Toth, Mirabela Rusu, Dan Sperling, Herbert Lepor, Jurgen J. Fütterer, Anant Madabhushi
Neurocomputing2
2014 Evaluation of prostate segmentation algorithms for MRI: The PROMISE12 challenge
Geert Litjens 0001, Robert Toth, Wendy J. M. van de Ven, Caroline Hoeks, Sjoerd Kerkstra, Bram van Ginneken, Graham Vincent, Gwenaël Guillard, Neil Birbeck, Jindang Zhang, Robin Strand, Filip Malmberg, Yangming Ou, Christos Davatzikos, Matthias Kirschner, Florian Jung, Jing Yuan 0001, Wu Qiu, Qinquan Gao, Philip J. Edwards, Bianca Maan, Ferdinand van der Heijden, Soumya Ghose, Jhimli Mitra, Jason Dowling, Dean C. Barratt, Henkjan J. Huisman, Anant Madabhushi
Medical Image Anal.2
2014 AMFS: adaptive multi-frequency shading for future graphics processors
abstract
We propose a powerful hardware architecture for pixel shading, which enables flexible control of shading rates and automatic shading reuse between triangles in tessellated primitives. The main goal is efficient pixel shading for moderately to finely tessellated geometry, which is not handled well by current GPUs. Our method effectively decouples the cost of pixel shading from the geometric complexity. It thereby enables a wider use of tessellation and fine geometry, even at very limited power budgets. The core idea is to shade over small local grids in parametric patch space, and reuse shading for nearby samples. We also support the decomposition of shaders into multiple parts, which are shaded at different frequencies. Shading rates can be locally and adaptively controlled, in order to direct the computations to visually important areas and to provide performance scaling with a graceful degradation of quality. Another important benefit of shading in patch space is that it allows efficient rendering of distribution effects, which further closes the gap between real-time and offline rendering.
Petrik Clarberg, Robert Toth, Jon Hasselgren, Jim Nilsson, Tomas Akenine-Möller
ACM Trans. Graph.2
2013 Simultaneous segmentation of prostatic zones using Active Appearance Models with multiple coupled levelsets
Robert Toth, Justin Ribault, John Gentile, Dan Sperling, Anant Madabhushi
Comput. Vis. Image Underst.1
2013 A sort-based deferred shading architecture for decoupled sampling
abstract
Stochastic sampling in time and over the lens is essential to produce photo-realistic images, and it has the potential to revolutionize real-time graphics. In this paper, we take an architectural view of the problem and propose a novel hardware architecture for efficient shading in the context of stochastic rendering. We replace previous caching mechanisms by a sorting step to extract coherence, thereby ensuring that only non-occluded samples are shaded. The memory bandwidth is kept at a minimum by operating on tiles and using new buffer compression methods. Our architecture has several unique benefits not traditionally associated with deferred shading. First, shading is performed in primitive order, which enables late shading of vertex attributes and avoids the need to generate a G-buffer of pre-interpolated vertex attributes. Second, we support state changes, e.g., change of shaders and resources in the deferred shading pass, avoiding the need for a single über-shader. We perform an extensive architectural simulation to quantify the benefits of our algorithm on real workloads.
Petrik Clarberg, Robert Toth, Jacob Munkberg
ACM Trans. Graph.2
2012 Efficient Depth of Field Rasterization Using a Tile Test Based on Half-Space Culling
abstract
Abstract For depth of field (DOF) rasterization, it is often desired to have an efficient tile versus triangle test, which can conservatively compute which samples on the lens that need to execute the sample‐in‐triangle test. We present a novel test for this, which is optimal in the sense that the region on the lens cannot be further reduced. Our test is based on removing half‐space regions of the (u, v) ‐space on the lens, from where the triangle definitely cannot be seen through a tile of pixels. We find the intersection of all such regions exactly, and the resulting region can be used to reduce the number of sample‐in‐triangle tests that need to be performed. Our main contribution is that the theory we develop provides a limit for how efficient a practical tile versus defocused triangle test ever can become. To verify our work, we also develop a conceptual implementation for DOF rasterization based on our new theory. We show that the number of arithmetic operations involved in the rasterization process can be reduced. More importantly, with a tile test, multi‐sampling anti‐aliasing can be used which may reduce shader executions and the related memory bandwidth usage substantially. In general, this can be translated to a performance increase and/or power savings.
Tomas Akenine-Möller, Robert Toth, Jacob Munkberg, Jon Hasselgren
Comput. Graph. Forum2
2012 Per-Vertex Defocus Blur for Stochastic Rasterization
abstract
Abstract We present user‐controllable and plausible defocus blur for a stochastic rasterizer. We modify circle of confusion coefficients per vertex to express more general defocus blur, and show how the method can be applied to limit the foreground blur, extend the in‐focus range, simulate tilt‐shift photography, and specify per‐object defocus blur. Furthermore, with two simplifying assumptions, we show that existing triangle coverage tests and tile culling tests can be used with very modest modifications. Our solution is temporally stable and handles simultaneous motion blur and depth of field.
Jacob Munkberg, Robert Toth, Tomas Akenine-Möller
Comput. Graph. Forum2
2012 Multifeature Landmark-Free Active Appearance Models: Application to Prostate MRI Segmentation
abstract
Active shape models (ASMs) and active appearance models (AAMs) are popular approaches for medical image segmentation that use shape information to drive the segmentation process. Both approaches rely on image derived landmarks (specified either manually or automatically) to define the object's shape, which require accurate triangulation and alignment. An alternative approach to modeling shape is the levelset representation, defined as a set of signed distances to the object's surface. In addition, using multiple image derived attributes (IDAs) such as gradient information has previously shown to offer improved segmentation results when applied to ASMs, yet little work has been done exploring IDAs in the context of AAMs. In this work, we present a novel AAM methodology that utilizes the levelset implementation to overcome the issues relating to specifying landmarks, and locates the object of interest in a new image using a registration based scheme. Additionally, the framework allows for incorporation of multiple IDAs. Our multifeature landmark-free AAM (MFLAAM) utilizes an efficient, intuitive, and accurate algorithm for identifying those IDAs that will offer the most accurate segmentations. In this paper, we evaluate our MFLAAM scheme for the problem of prostate segmentation from T2-w MRI volumes. On a cohort of 108 studies, the levelset MFLAAM yielded a mean Dice accuracy of 88% ± 5%, and a mean surface error of 1.5 mm ±.8 mm with a segmentation time of 150/s per volume. In comparison, a state of the art AAM yielded mean Dice and surface error values of 86% ± 9% and 1.6 mm ± 1.0 mm, respectively. The differences with respect to our levelset-based MFLAAM model are statistically significant . In addition, our results were in most cases superior to several recent state of the art prostate MRI segmentation methods.
Robert Toth, Anant Madabhushi
IEEE Trans. Medical Imaging1
2011 A magnetic resonance spectroscopy driven initialization scheme for active shape model based prostate segmentation
Robert Toth, Pallavi Tiwari, Mark Rosen, Galen Reed, John Kurhanewicz, Arjun Kalyanpur, Sona Pungavkar, Anant Madabhushi
Medical Image Anal.1
2010 An Optimizing Compiler for Automatic Shader Bounding
abstract
Abstract Programmable shading provides artistic control over materials and geometry, but the black box nature of shaders makes some rendering optimizations difficult to apply. In many cases, it is desirable to compute bounds of shaders in order to speed up rendering. A bounding shader can be automatically derived from the original shader by a compiler using interval analysis, but creating optimized interval arithmetic code is non‐trivial. A key insight in this paper is that shaders contain metadata that can be automatically extracted by the compiler using data flow analysis. We present a number of domain‐specific optimizations that make the generated code faster, while computing the same bounds as before. This enables a wider use and opens up possibilities for more efficient rendering. Our results show that on average 42–44% of the shader instructions can be eliminated for a common use case: single‐sided bounding shaders used in lightcuts and importance sampling.
Petrik Clarberg, Robert Toth, Jon Hasselgren, Tomas Akenine-Möller
Comput. Graph. Forum2
2008 Multi-Attribute Non-initializing Texture Reconstruction Based Active Shape Model (MANTRA)
Robert Toth, Jonathan Chappelow, Mark Rosen, Sona Pungavkar, Arjun Kalyanpur, Anant Madabhushi
MICCAI (1)1
2008 A Comprehensive Segmentation, Registration, and Cancer Detection Scheme on 3 Tesla In VivoProstate DCE-MRI
Satish Viswanath, B. Nicolas Bloch, Elizabeth Genega, Neil Rofsky, Robert E. Lenkinski, Jonathan Chappelow, Robert Toth, Anant Madabhushi
MICCAI (1)7