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Aravind Kalaiah

dblp:86/3534 · DBLP profile ↗
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5ranked-venue papers
3as first author
1since 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 · 4 · 3 first-authorSystems, architecture and hardware · 1 · 1 since 2021Software engineering, systems software and programming languages · 1 · 1 since 2021

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
1 paper
Hardware accelerators and domain-specific architectures · 67% Parallel and multicore computing · 33%
Computer graphics and multimedia
3 papers
Rendering · 66% Image and video coding · 18% Geometric modeling and processing · 16%
Theoretical computer science
1 paper
Mathematical optimization · 100%

Topics — the 11 heaviest of 11, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Parallel and multicore computing › task scheduling
accelerator scheduling
0.512021
CoSA: Scheduling by Constrained Optimization for Spatial Accelerators · ISCA 2021
Hardware accelerators and domain-specific architectures › machine learning accelerator
DNN accelerator
0.512021
CoSA: Scheduling by Constrained Optimization for Spatial Accelerators · ISCA 2021
Hardware accelerators and domain-specific architectures › spatial architecture
spatial accelerator
0.512021
CoSA: Scheduling by Constrained Optimization for Spatial Accelerators · ISCA 2021
Mathematical optimization › discrete optimization
mixed integer linear programming
0.112021
CoSA: Scheduling by Constrained Optimization for Spatial Accelerators · ISCA 2021
Rendering
point-based rendering
0.122005
Statistical geometry representation for efficient transmission and rendering · ACM Trans. Graph. 2005
Modeling and Rendering of Points with Local Geometry · IEEE Trans. Vis. Comput. Graph. 2003
Image and video coding › point cloud compression
geometry compression
0.112005
Statistical geometry representation for efficient transmission and rendering · ACM Trans. Graph. 2005
Rendering
GPU rendering
0.012003
Modeling and Rendering of Points with Local Geometry · IEEE Trans. Vis. Comput. Graph. 2003
Rendering › shading
per-pixel shading
0.012003
Modeling and Rendering of Points with Local Geometry · IEEE Trans. Vis. Comput. Graph. 2003
Geometric modeling and processing › shape representation
surface representation
0.012003
Modeling and Rendering of Points with Local Geometry · IEEE Trans. Vis. Comput. Graph. 2003
Rendering
real-time rendering
0.012000
Efficiently computing and updating triangle strips for real-time rendering · Comput. Aided Des. 2000
Geometric modeling and processing › shape representation
mesh representation
0.012000
Efficiently computing and updating triangle strips for real-time rendering · Comput. Aided Des. 2000

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

constrained optimization · 1.0mixed-integer programming · 0.5mixed integer programming · 0.5quantization · 0.1quasi-random sampling · 0.1principal component analysis · 0.1clustering · 0.1normal mapping · 0.0triangle strip computation · 0.0mesh updating · 0.0
YearPublicationVenuePosition
2021 CoSA: Scheduling by Constrained Optimization for Spatial Accelerators
abstract
Recent advances in Deep Neural Networks (DNNs) have led to active development of specialized DNN accelerators, many of which feature a large number of processing elements laid out spatially, together with a multi-level memory hierarchy and flexible interconnect. While DNN accelerators can take advantage of data reuse and achieve high peak throughput, they also expose a large number of runtime parameters to the programmers who need to explicitly manage how computation is scheduled both spatially and temporally. In fact, different scheduling choices can lead to wide variations in performance and efficiency, motivating the need for a fast and efficient search strategy to navigate the vast scheduling space.To address this challenge, we present CoSA, a constrained-optimization-based approach for scheduling DNN accelerators. As opposed to existing approaches that either rely on designers’ heuristics or iterative methods to navigate the search space, CoSA expresses scheduling decisions as a constrained-optimization problem that can be deterministically solved using mathematical optimization techniques. Specifically, CoSA leverages the regularities in DNN operators and hardware to formulate the DNN scheduling space into a mixed-integer programming (MIP) problem with algorithmic and architectural constraints, which can be solved to automatically generate a highly efficient schedule in one shot. We demonstrate that CoSA-generated schedules significantly outperform state-of-the-art approaches by a geometric mean of up to 2.5× across a wide range of DNN networks while improving the time-to-solution by 90×.
Qijing Huang 0001, Aravind Kalaiah, James Demmel, Grace Dinh, John Wawrzynek, Thomas Norell, Sophia Shao
ISCA2
2005 Statistical geometry representation for efficient transmission and rendering
abstract
Traditional geometry representations have focused on representing the details of the geometry in a deterministic fashion. In this article we propose a statistical representation of the geometry that leverages local coherence for very large datasets. We show how the statistical analysis of a densely sampled point model can be used to improve the geometry bandwidth bottleneck, both on the system bus and over the network as well as for randomized rendering, without sacrificing visual realism. Our statistical representation is built using a clustering-based hierarchical principal component analysis (PCA) of the point geometry. It gives us a hierarchical partitioning of the geometry into compact local nodes representing attributes such as spatial coordinates, normal, and color. We pack this information into a few bytes using classification and quantization. This allows our representation to directly render from compressed format for efficient remote as well as local rendering. Our representation supports both view-dependent and on-demand rendering. Our approach renders each node using quasi-random sampling utilizing the probability distribution derived from the PCA analysis. We show many benefits of our approach: (1) several-fold improvement in the storage and transmission complexity of point geometry; (2) direct rendering from compressed data; and (3) support for local and remote rendering on a variety of rendering platforms such as CPUs, GPUs, and PDAs.
Aravind Kalaiah, Amitabh Varshney
ACM Trans. Graph.1
2003 Statistical Point Geometry
Aravind Kalaiah, Amitabh Varshney
Symposium on Geometry Processing1
2003 Modeling and Rendering of Points with Local Geometry
abstract
We present a novel rendering primitive that combines the modeling brevity of points with the rasterization efficiency of polygons. The surface is represented by a sampled collection of Differential Points (DP), each with embedded curvature information that captures the local differential geometry in the vicinity of that point. This is a more general point representation that, for the cost of a few additional bytes, packs much more information per point than the traditional point-based models. This information is used to efficiently render the surface as a collection of local geometries. To use the hardware acceleration, the DPs are quantized into 256 different types and each sampled point is approximated by the closest quantized DP and is rendered as a normal-mapped rectangle. The advantages to this representation are: 1) The surface can be represented more sparsely compared to other point primitives, 2) it achieves a robust hardware accelerated per-pixel shading - even with no connectivity information, and 3) it offers a novel point-based simplification technique that factors in the complexity of the local geometry. The number of primitives being equal, DPs produce a much better quality of rendering than a pure splat-based approach. Visual appearances being similar, DPs are about two times faster and require about 75 percent less disk space in comparison to splatting primitives.
Aravind Kalaiah, Amitabh Varshney
IEEE Trans. Vis. Comput. Graph.1
2000 Efficiently computing and updating triangle strips for real-time rendering
Jihad El-Sana, Francine Evans, Aravind Kalaiah, Amitabh Varshney, Steven Skiena, Elvir Azanli
Comput. Aided Des.3