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Natalya Tatarchuk

dblp:86/1003 · also Natasha Tatarchuk · DBLP profile ↗
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4ranked-venue papers
2as first author
0since 2021 · last 2015
0000-0002-0928-3639ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 3 · 1 first-authorHuman-computer interaction and ubiquitous computing · 2 · 1 first-authorSystems, architecture and hardware · 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
1 paper
Rendering · 100%

Topics — the 4 heaviest of 4, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Rendering
real-time rendering
0.212015
A system for rapid, automatic shader level-of-detail · ACM Trans. Graph. 2015
Rendering › level of detail
shader level-of-detail
0.212015
A system for rapid, automatic shader level-of-detail · ACM Trans. Graph. 2015
Rendering › rendering optimization
shader optimization
0.212015
A system for rapid, automatic shader level-of-detail · ACM Trans. Graph. 2015
Rendering
graphics pipeline
0.112015
A system for rapid, automatic shader level-of-detail · ACM Trans. Graph. 2015

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

greedy search · 0.2caching · 0.2approximate common subexpression elimination · 0.2
YearPublicationVenuePosition
2015 A system for rapid, automatic shader level-of-detail
abstract
Level-of-detail (LOD) rendering is a key optimization used by modern video game engines to achieve high-quality rendering with fast performance. These LOD systems require simplified shaders, but generating simplified shaders remains largely a manual optimization task for game developers. Prior efforts to automate this process have taken hours to generate simplified shader candidates, making them impractical for use in modern shader authoring workflows for complex scenes. We present an end-to-end system for automatically generating a LOD policy for an input shader. The system operates on shaders used in both forward and deferred rendering pipelines, requires no additional semantic information beyond input shader source code, and in only seconds to minutes generates LOD policies (consisting of simplified shader, the desired LOD distance set, and transition generation) with performance and quality characteristics comparable to custom hand-authored solutions. Our design contributes new shader simplification transforms such as approximate common subexpression elimination and movement of GPU logic to parameter bind-time processing on the CPU, and it uses a greedy search algorithm that employs extensive caching and upfront collection of input shader statistics to rapidly identify simplified shaders with desirable performance-quality trade-offs.
Yong He 0013, Theresa Foley, Natalya Tatarchuk, Kayvon Fatahalian
ACM Trans. Graph.3
2008 Advanced interactive medical visualization on the GPU
Natalya Tatarchuk, Jeremy Shopf, Christopher DeCoro
J. Parallel Distributed Comput.1
2007 Real-time mesh simplification using the GPU
abstract
Recent advances in real-time rendering have allowed the GPU implementation of traditionally CPU-restricted algorithms, often with performance increases of an order of magnitude or greater. Such gains are achieved by leveraging the large-scale parallelism of the GPU towards applications that are well-suited for these streaming architectures. By contrast, mesh simplification has traditionally been viewed as a non-interactive process not readily amenable to GPU acceleration. We demonstrate how it becomes practical for real-time use through our method, and that the use of the GPU even for offline simplification leads to significant increases in performance. Our approach for mesh decimation adopts a vertex-clustering method to the GPU by taking advantage of a new addition to the rendering pipeline - the geometry shader stage. We present a novel general-purpose data structure designed for streaming architectures called the probabilistic octree, which allows for much of the flexibility of offline implementations, including sparse encoding and variable level-of-detail. We demonstrate successful use of this data structure in our GPU implementation of mesh simplification. We can generate adaptive levels of detail by applying non-linear warping functions to the cluster map in order to improve resulting simplification quality. Our GPU-accelerated approach enables simultaneous construction of multiple levels of detail and out-of-core simplification of extremely large polygonal meshes.
Christopher DeCoro, Natalya Tatarchuk
SI3D2
2006 Dynamic parallax occlusion mapping with approximate soft shadows
abstract
This paper presents a per-pixel ray tracing algorithm with dynamic lighting of surfaces in real-time on the GPU. First, we propose a method for increased precision of the critical ray-height field intersection and adaptive height field sampling. We achieve higher quality results than the existing inverse displacement mapping algorithms. Second, soft shadows are computed by estimating light visibility for the displaced surfaces. Third, we describe an adaptive level-of-detail system which uses the information supplied by the graphics hardware during rendering to automatically manage shader complexity. This LOD scheme maintains smooth transitions between the full displacement computation and a simplified representation at a lower level of detail without visual artifacts. The algorithm performs well for animated objects and supports dynamic rendering of height fields for a variety of interesting displacement effects. The presented method is scalable for a range of consumer grade GPU products. It exhibits a low memory footprint and can be easily integrated into existing art pipelines for games and effects rendering.
Natalya Tatarchuk
SI3D1