Demo Data from EDBT 2026 / reviewers in the wild / expert
Subodh Kumar 0001
dblp:81/6554-1
· DBLP profile ↗
26ranked-venue papers
9as first author
1since 2021 · last 2022
—ORCID · conflict
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 13 · 6 first-authorHuman-computer interaction and ubiquitous computing · 8 · 3 first-authorSystems, architecture and hardware · 6 · 1 first-author · 1 since 2021Theory of computation · 4 · 2 first-authorDatabases, data management, data science and information retrieval · 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 |
Parallel and multicore computing · 61% Memory systems · 30% Distributed systems · 9% | |
| Computer graphics and multimedia
9 papers |
Rendering · 59% Geometric modeling and processing · 18% Image and video processing · 10% | |
| Databases, data mining, and information retrieval
1 paper |
Indexing and storage engines · 77% Information retrieval · 23% | |
| Theoretical computer science
2 papers |
Computational geometry · 67% Logic in computer science · 33% |
Topics — the 19 heaviest of 21, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Memory systems › shared memory
distributed shared memory |
0.3 | 1 | 2017 | The Unicorn Runtime: Efficient Distributed Shared Memory Programming for Hybrid CPU-GPU Clusters · IEEE Trans. Parallel Distributed Syst. 2017 |
Parallel and multicore computing
parallel programming models |
0.3 | 1 | 2017 | The Unicorn Runtime: Efficient Distributed Shared Memory Programming for Hybrid CPU-GPU Clusters · IEEE Trans. Parallel Distributed Syst. 2017 |
Parallel and multicore computing
parallel programming runtimes |
0.3 | 1 | 2017 | The Unicorn Runtime: Efficient Distributed Shared Memory Programming for Hybrid CPU-GPU Clusters · IEEE Trans. Parallel Distributed Syst. 2017 |
Distributed systems › transaction processing
transaction semantics |
0.1 | 1 | 2017 | The Unicorn Runtime: Efficient Distributed Shared Memory Programming for Hybrid CPU-GPU Clusters · IEEE Trans. Parallel Distributed Syst. 2017 |
Rendering
visibility computation |
0.1 | 2 | 2005 | vLOD: High-Fidelity Walkthrough of Large Virtual Environments · IEEE Trans. Vis. Comput. Graph. 2005 Back-Face Computation of Polygon Clusters · SCG 1997 |
Indexing and storage engines
bitmap index |
0.0 | 1 | 2004 | Compressing Large Boolean Matrices using Reordering Techniques · VLDB 2004 |
Rendering
surface rendering |
0.0 | 3 | 1996 | Interactive Display of Large NURBS Models · IEEE Trans. Vis. Comput. Graph. 1996 Scalable Parallel Algorithms for Interactive Visualization of Cuved Surfaces · SC 1996 Efficient rendering of trimmed NURBS surfaces · Comput. Aided Des. 1995 |
Computational geometry › geometric transformation
duality |
0.0 | 1 | 2001 | Efficient perspective-accurate silhouette computation and applications · SCG 2001 |
Image and video processing › image segmentation › object extraction
silhouette extraction |
0.0 | 1 | 1999 | Efficient Perspective-Accurate Silhouette Computation · SCG 1999 |
Virtual and augmented reality › immersive rendering
user-perspective rendering |
0.0 | 1 | 1999 | Efficient Perspective-Accurate Silhouette Computation · SCG 1999 |
Rendering › rendering optimization › rendering acceleration
out-of-core rendering |
0.0 | 1 | 2005 | vLOD: High-Fidelity Walkthrough of Large Virtual Environments · IEEE Trans. Vis. Comput. Graph. 2005 |
Rendering › surface rendering
NURBS rendering |
0.0 | 1 | 1996 | Interactive Display of Large NURBS Models · IEEE Trans. Vis. Comput. Graph. 1996 |
Geometric modeling and processing › mesh generation
surface meshing |
0.0 | 1 | 1996 | Interactive Display of Large NURBS Models · IEEE Trans. Vis. Comput. Graph. 1996 |
Parallel and multicore computing
parallel algorithms |
0.0 | 1 | 1996 | Scalable Parallel Algorithms for Interactive Visualization of Cuved Surfaces · SC 1996 |
Logic in computer science › category theory
coherence |
0.0 | 1 | 1996 | The Power of Coherence: Fast Tessellation of Surfaces · SCG 1996 |
Information retrieval › indexing
index compression |
0.0 | 1 | 2004 | Compressing Large Boolean Matrices using Reordering Techniques · VLDB 2004 |
Visualization and visual analytics
medical visualization |
0.0 | 1 | 2001 | Efficient perspective-accurate silhouette computation and applications · SCG 2001 |
Rendering
interactive rendering |
0.0 | 1 | 1996 | Interactive Display of Large NURBS Models · IEEE Trans. Vis. Comput. Graph. 1996 |
Geometric modeling and processing › shape modeling › parametric modeling › spline surfaces
NURBS surface |
0.0 | 1 | 1995 | Efficient rendering of trimmed NURBS surfaces · Comput. Aided Des. 1995 |
Methods — techniques the papers use, named apart from their topics
workload pipelining · 0.3transactional memory · 0.3bulk data synchronization · 0.3point-plane duality · 0.1perspective projection · 0.1visibility culling · 0.1precomputation · 0.1reordering techniques · 0.0computational geometry · 0.0user-tunable heuristics · 0.0adjacency inference · 0.0wait-free distributed algorithm · 0.0visibility determination · 0.0static and dynamic load distribution · 0.0parallelization · 0.0bezier conversion · 0.0
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2022 | Precise Parallel FEM-based Interactive Cutting Simulation of Deformable BodiesabstractThis paper presents a novel scalable parallel algorithm for cutting tetrahedral meshes for surgery simulation. Built upon the finite element method (FEM), it focusses on accurate incremental collision detection and efficient topology modification on GPU systems. The overall simulation comprises a small sequence of steps, and each is well parallelized using lock-free data structures. The only synchronization necessary are the few barriers between steps. Our experiments show that the entire simulation runs in real-time for large meshes (of sizes exceeding 1.5 million tetrahedra) and retains mesh quality during the simulation. We compare favorably with the state-of-the-art. Harshvardhan Das, Subodh Kumar 0001 |
HIPC | 3 |
| 2017 | A Parallel TSP-Based Algorithm for Balanced Graph PartitioningabstractWe propose a heuristic for parallel partitioning of graphs into equi-sized components. In particular, we identify a relationship between the graph partitioning problem (GPP) and the traveling saleman problem (TSP), and use that to reduce partitioning to TSP. Given that better performing heuristics are known for TSP than are for GPP, this reduction also leads to improved GPP heuristics. What is more, a good GPP solution can also be used to speed up computation of TSP.We first derive a good bi-partition from a cut of the TSP cycle in time proportional to the number of edges in the graph. We then continue this bi-partitioning recursively until the required number of partitions are left. Further, in order to speed up the computation of TSP, which we use as a subroutine, we perform an initial rough partitioning of the graph into K parts, compute TSP tours in each of these smaller partitions and then merge these local tours to solve the full TSP.We then use this full TSP solution to obtain the final partitioning in parallel. Our empirical analysis shows that for partition count k ≥ 32, our parallel algorithm gives a cut better in size than that of algorithms known for low cut-size (e.g., KaBaPE), and when time is of concern, it finishes in significantly less time with comparable cuts. We also show that our algorithm gives much smaller cuts in comparable time than those known for fast computation (e.g., PT-Scotch). Harshvardhan Das, Subodh Kumar 0001 |
ICPP | 2 |
| 2017 | The Unicorn Runtime: Efficient Distributed Shared Memory Programming for Hybrid CPU-GPU ClustersabstractProgramming hybrid CPU-GPU clusters is hard. This paper addresses this difficulty and presents the design and runtime implementation of Unicorn-a parallel programming model for hybrid CPU-GPU clusters. In particular, this paper proves that efficient distributed shared memory style programing is possible and its simplicity can be retained across CPUs and GPUs in a cluster, minus the frustration of dealing with race conditions. Further, this can be done with a unified abstraction, avoiding much of the complication of dealing with hybrid architectures. This is achieved with the help of transactional semantics (on shared global address spaces), deferred bulk data synchronization, workload pipelining and various communication and computation scheduling optimizations. We describe the said abstraction, our computation and communication scheduling system and report its performance on a few benchmarks like Matrix Multiplication, LU Decomposition and 2D FFT. We find that parallelization of coarse-grained applications like matrix multiplication or 2D FFT using our system requires only about 30 lines of C code to set up the runtime. The rest of the application code is regular single CPU/GPU implementation. This indicates the ease of extending parallel code to a distributed environment. The execution is efficient as well. When multiplying two square matrices of size 65, 536 χ 65,536, Unicornachieves a peak performance of 7.88 TFlop/s when run over a cluster of 14 nodes with each node equipped with two Tesla M2070 GPUs and two 6-core Intel Xeon 2.67 GHz CPUs, connected over a 32Gbps Infiniband network. In this paper, we also demonstrate that the Unicorn programming model can be efficiently used to implement high level abstractions like MapReduce. We use such an extension to implement PageRank and report its performance. For a sample web of 500 million web pages, our implementation completes a page rank iteration in about 18 seconds (on average) on a 14-node cluster. Tarun Beri, Sorav Bansal, Subodh Kumar 0001 |
IEEE Trans. Parallel Distributed Syst. | 3 |
| 2015 | A Scheduling and Runtime Framework for a Cluster of Heterogeneous Machines with Multiple AcceleratorsabstractWe present a runtime system for simple and efficient programming of CPU+GPU clusters. The programmer focuses on core logic, while the system undertakes task allocation, load balancing, scheduling, data transfer, etc. Our programming model is based on a shared global address space, made efficient by transaction style bulk-synchronous semantics. This model broadly targets coarse-grained data parallel computation particularly suited to multi-GPU heterogeneous clusters. We describe our computation and communication scheduling system and report its performance ona few prototype applications. For example, parallelization of matrix multiplication or 2D FFT using our system requires the regular CPU/GPU implementations and about 30 lines of additional C code to set up the runtime. Our runtime system achieves a performance of 5.61 TFlop/s while multiplying two square matrices of 1.56 billion elements each over a 10-nodecluster with 20 GPUs. This performance is possible due toa number of critical optimizations working in concert. These include perfecting, pipelining, maximizing overlap between computation and communication, and scheduling efficiently across heterogeneous devices of vastly different capacities. Tarun Beri, Sorav Bansal, Subodh Kumar 0001 |
IPDPS | 3 |
| 2015 | A vectorization framework for constant and linear gradient filled regions
Ruchin Kansal, Subodh Kumar 0001 |
Vis. Comput. | 2 |
| 2014 | Fine-grained GPU parallelization of pairwise local sequence alignmentabstractThe Smith-Waterman algorithm is used in Bio-informatics to perform pairwise local alignment between a query sequence and a subject sequence. We present a GPU based parallel version of this algorithm that is able to perform pair-wise alignment faster than previous algorithms. In particular, it parallelizes each alignment, rather than relying on parallelism across multiple pair alignments, which many other proposed GPU algorithms do. As a result it scales better. We further extend our algorithm to work efficiently on a cluster of GPUs. At a high level, our approach subdivides the iterative computation of elements of a matrix among blocks of processors such that each block can simply recompute the data it needs instead of waiting for other processors to compute them. Sometimes this may lead to excessive recomputation, however. We evaluate these cases and employ a hybrid approach, recomputing only limited data and communicating the rest. Our algorithm is also extended to produce not only the best but all ‘best K’ alignments. Our results on SSCA#1 benchmark show that our method is upto 5-24 times faster than previous method. Subodh Kumar 0001 |
HiPC | 2 |
| 2007 | Geometry engine optimization: cache friendly compressed representation of geometryabstractRecent advances in graphics architecture focus on improving texture performance and pixel processing. These have paralleled advances in rich pixel shading algorithms for realistic images. However, applications that require significantly more geometry processing than pixel processing suffer due to limited resource being devoted to the geometry processing part of the graphics pipeline. We present an algorithm to improve the effective geometry processing performance without adding significant hardware. This algorithm computes a representation for geometry that reduces the bandwidth required to transmit it to the graphics subsystem. It also reduces the total geometry processing requirement by increasing the effectiveness of the vertex cache. A goal of this algorithm is to keep the primitive assembly simple for easy hardware implementation. Jatin Chhugani, Subodh Kumar 0001 |
SI3D | 2 |
| 2005 | vLOD: High-Fidelity Walkthrough of Large Virtual EnvironmentsabstractWe present visibility computation and data organization algorithms that enable high-fidelity walkthroughs of large 3D geometric data sets. A novel feature of our walkthrough system is that it performs work proportional only to the required detail in visible geometry at the rendering time. To accomplish this, we use a precomputation phase that efficiently generates per cell vLOD: the geometry visible from a view-region at the right level of detail. We encode changes between neighboring cells' vLODs, which are not required to be memory resident. At the rendering time, we incrementally construct the vLOD for the current view-cell and render it. We have a small CPU and memory requirement for rendering and are able to display models with tens of millions of polygons at interactive frame rates with less than one pixel screen-space deviation and accurate visibility. Jatin Chhugani, Budirijanto Purnomo, Shankar Krishnan, Jonathan D. Cohen 0001, Suresh Venkatasubramanian, David S. Johnson 0001, Subodh Kumar 0001 |
IEEE Trans. Vis. Comput. Graph. | 7 |
| 2004 | Seamless Texture Atlases
Budirijanto Purnomo, Jonathan D. Cohen 0001, Subodh Kumar 0001 |
Symposium on Geometry Processing | 3 |
| 2004 | On the Visualization of Time-Varying Structured Grids Using a 3D Warp TextureabstractWe present a novel scheme to interactively visualize time-varying scalar fields defined on a structured grid. The underlying approach is to maximize the use of current graphics hardware by using 3D texture mapping. This approach commonly suffers from an expensive voxelization of each time-step as well as from large size of the voxel array approximating each step. Hence, in our scheme, instead of explicitly voxelizing each scalar field, we directly store each time-step as a three dimensional texture in its native form. We create the function that warps a voxel grid into the given structured grid. At rendering time, we reconstruct the function at each pixel using hardware-based trilinear interpolation. The resulting coordinates allow us to compute the scalar value at this pixel using a second texture lookup. For fixed grids, the function remains constant across time-steps and only the scalar field table needs to be re-loaded as a texture. Our new approach achieves excellent performance with relatively low texture memory requirements and low approximation error. Jonathan D. Cohen 0001, Subodh Kumar 0001 |
IEEE Visualization | 3 |
| 2004 | Compressing Large Boolean Matrices using Reordering Techniques
David S. Johnson 0001, Shankar Krishnan, Jatin Chhugani, Subodh Kumar 0001, Suresh Venkatasubramanian |
VLDB | 4 |
| 2003 | Budget sampling of parametric surface patchesabstractAll in-text\treferences\tunderlined\tin\tblue\tare\tlinked\tto\tpublications\ton\tResearchGate, letting you\taccess\tand\tread\tthem\timmediately. Jatin Chhugani, Subodh Kumar 0001 |
SI3D | 2 |
| 2001 | Efficient perspective-accurate silhouette computation and applicationsabstractSilhouettes are perceptually and geometrically salient features of geo metric models. Hence a number of graphics and visualization applications need to find them to aid further processing. The efficient computation of silhouettes, especially in the context of perspective projection, is known to be difficult. This paper presents a novel efficient and practical algorithm to compute silhouettes from a sequence of viewpoints under perspective projection. Parallel projection is a special case of this algorithm. Our approach is based on a point-plane duality in three dimensions, which allows an efficient computation of the \emph{changes} in the silhouette of a polygonal model between consecutive frames. In addition, we present several applications of our technique to problems from computer graphics and medical visualization. We also provide experimental data that show the efficiency of our approach. Mihai Pop, Christian A. Duncan, Gill Barequet, Michael T. Goodrich, Subodh Kumar 0001 |
SCG | 6 |
| 2001 | View-dependent adaptive tessellation of spline surfacesabstractNo abstract available. Jatin Chhugani, Subodh Kumar 0001 |
SI3D | 2 |
| 1999 | Efficient Perspective-Accurate Silhouette ComputationabstractNo abstract available. Gill Barequet, Christian A. Duncan, Michael T. Goodrich, Subodh Kumar 0001, Mihai Pop |
SCG | 4 |
| 1999 | Hierarchical back-face computationabstractAbstract We present a sub-linear algorithm to compute the set of back-facing polygons in a polyhedral model. The algorithm partitions the model into hierarchical clusters based on the orientations and positions of the polygons. As a pre-processing step, the algorithm constructs spatial decompositions with respect to each cluster. For a sequence of back-face computations, the algorithm exploits the coherence in view-point movement to efficiently determine whether it is in front of or behind a cluster. Due to coherence, the algorithm's expected running time is linear in the number of clusters on average. We have applied this algorithm to speed up the rendering of polyhedral models. On average, we are able to cull about 40% of the polygons. The algorithm accounts for 5% of the total CPU time per frame on an SGI Onyx. The overall frame rate is improved by 40–75% as compared to the standard back-face culling implemented in hardware. We also present an extension of our back-face computation algorithm to determine silhouettes of polygonal models. Our technique finds true perspective silhouettes by collecting edges at the common boundaries of back-facing and front-facing clusters. Subodh Kumar 0001, Dinesh Manocha, William F. Garrett, Ming C. Lin |
Comput. Graph. | 1 |
| 1998 | RSVP: A Geometric Toolkit for Controlled Repair of Solid ModelsabstractThe paper presents a system and the associated algorithms for repairing the boundary representation of CAD models. Two types of errors are considered: topological errors, i.e., aggregate errors, like zero volume parts, duplicate or missing parts, inconsistent surface orientation, etc., and geometric errors, i.e., numerical imprecision errors, like cracks or overlaps of geometry. The output of our system describes a set of clean and consistent two-manifolds (possibly with boundaries) with derived adjacencies. Such solid representation enables the application of a variety of rendering and analysis algorithms, e.g., finite element analysis, radiosity computation, model simplification, and solid free form fabrication. The algorithms described were originally designed to correct errors in polygonal B-Reps. We also present an extension for spline surfaces. Central to our system is a procedure for inferring local adjacencies of edges. The geometric representation of topologically adjacent edges are merged to evolve a set of two-manifolds. Aggregate errors are discovered during the merging step. Unfortunately, there are many ambiguous situations where errors admit more than one valid solution. Our system proposes an object repairing process based on a set of user tunable heuristics. The system also allows the user to override the algorithm's decisions in a repair visualization step. In essence, this visualization step presents an organized and intuitive way for the user to explore the space of valid solutions and to select the correct one. Gill Barequet, Christian A. Duncan, Subodh Kumar 0001 |
IEEE Trans. Vis. Comput. Graph. | 3 |
| 1997 | Back-Face Computation of Polygon ClustersabstractNo abstract available. Subodh Kumar 0001, Dinesh Manocha, William F. Garrett, Ming C. Lin |
SCG | 1 |
| 1997 | Accelerated Walkthrough of Large Spline ModelsabstractSpline surfaces are routinely used to represent large-scale models for CAD and rmimation applications.In this paper, we present algorithms for interactive walkthrough of complex NURBS models composed of tens of thousands of patches on current graphics systems.Given a spline model, the algorithm precomputes simplification of a collection of patches and represents them hierarchically.Given a changing viewpoint, the algorithm combines these simplifications with dynamic tessellations to generate appropriate levels of detail.We also propose a system pipeline for parallel implementation on multi-processor configurations.Diiferent components, such as visibtit y and dynamic tessellation, are divided into independent threads.We describe an implement ation of our algorithm and report its performance on an SGI Onyx with Reality Enginez graphics accelerator and using three R4400 processors.It is able to render models composed of ahnost than 40,000 B6zier patches at 7-15 frames a second, almost an order of magnitude faster than previously known algorithms and implementations. Subodh Kumar 0001, Dinesh Manocha, Hansong Zhang 0001, Kenneth E. Hoff III |
SI3D | 1 |
| 1997 | Repairing CAD modelsabstractWe describe an algorithm for repairing polyhedral CAD models that have errors in their B-REP. Errors like cracks, degeneracies, duplication, holes and overlaps are usually introduced in solid models due to imprecise arithmetic, model transformations, designer errors, programming bugs, etc. Such errors often hamper further processing such as finite element analysis, radiosity computation and rapid prototyping. Our fault-repair algorithm converts an unordered collection of polygons to a shared-vertex representation to help eliminate errors. This is done by choosing, for each polygon edge, the most appropriate edge to unify it with. The two edges are then geometrically merged into one, by moving vertices. At the end of this process, each polygon edge is either coincident with another or is a boundary edge for a polygonal hole or a dangling wall and may be appropriately repaired. Finally, in order to allow user-inspection of the automatic corrections, we produce a visualization of the repair and let the user mark the corrections that conflict with the original design intent. A second iteration of the correction algorithm then produces a repair that is commensurate with the intent. This, by involving the users in a feedback loop, we are able to refine the correction to their satisfaction. Gill Barequet, Subodh Kumar 0001 |
IEEE Visualization | 2 |
| 1996 | The Power of Coherence: Fast Tessellation of SurfacesabstractNo abstract available. Subodh Kumar 0001, Dinesh Manocha |
SCG | 1 |
| 1996 | Hierarchical Visibility Culling for Spline Models
Subodh Kumar 0001, Dinesh Manocha |
Graphics Interface | 1 |
| 1996 | Scalable Parallel Algorithms for Interactive Visualization of Cuved SurfacesabstractWe present efficient parallel algorithms for interactive display of higher order surfaces on current graphics systems. At each frame, these algorithms approximate the surface by polygons and rasterize them over the graphics pipeline. The time for polygon generation for each surface primitive varies between successive frames and we address issues in distributing the load across processors for different environments. This includes algorithms to statically distribute the primitives to reduce dynamic load imbalance as well a distributed wait-free algorithm for machines on which re-distribution is efficient, e.g. shared memory machine. These algorithms have been implemented on different graphics systems and applied to interactive display of trimmed spline models. In practice, we are able to obtain almost linear speed-ups (as a function of number of processors). Moreover, the distributed wait-free algorithm is faster by 25-30% as compared to static and dynamic schemes. Subodh Kumar 0001, Chuna-Fa Chang, Dinesh Manocha |
SC | 1 |
| 1996 | Interactive Display of Large NURBS ModelsabstractWe present algorithms for interactive rendering of large-scale NURBS models. The algorithms convert the NURBS surfaces to Bezier surfaces, tessellate each Bezier surface into triangles, and render them using the triangle-rendering capabilities common to current graphics systems. We present algorithms for computing tight bounds on surface properties in order to generate high quality tessellation of Bezier surfaces. We introduce enhanced visibility determination techniques and present methods to make efficient use of coherence between successive frames. In addition, we also discuss issues in parallelization of these techniques. The algorithm also avoids polygonization anomalies like cracks. Our algorithms work well in practice and, on high-end graphics systems, are able to display models described using thousands of Bezier surfaces at interactive frame rates. Subodh Kumar 0001, Dinesh Manocha, Anselmo Lastra |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 1995 | Interactive Display of Large-Scale NURBS ModelsabstractWe present serial and parallel algorithms for interactive rendering of large scale and complex NURBS models on current graphics systems. The algorithms tessellate the NURBS surfaces into triangles and render them using triangle rendering engines. The main characteristics of the algorithms are improved polygonization algorithms, exploitation of spatial and temporal coherence and back-patch culling. Polygonization anomalies like cracks and angularities are avoided. We analyze a number of issues in parallelization of these techniques, as well. The algorithms work well in practice and are able to display models consisting of thousands of surfaces at interactive frame rates on the highly parallel graphics system, Pixel-Planes 5. Subodh Kumar 0001, Dinesh Manocha, Anselmo Lastra |
SI3D | 1 |
| 1995 | Efficient rendering of trimmed NURBS surfaces
Subodh Kumar 0001, Dinesh Manocha |
Comput. Aided Des. | 1 |