Demo Data from EDBT 2026 / reviewers in the wild / expert
Joshua Steinhurst
dblp:89/4174
· DBLP profile ↗
3ranked-venue papers
2as first author
0since 2021 · last 2008
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 3 · 2 first-authorHuman-computer interaction and ubiquitous computing · 2 · 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% | |
| Computer architecture, parallel and distributed computing, and storage systems
1 paper |
GPUs and heterogeneous computing · 100% |
Topics — the 7 heaviest of 7, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Rendering
global illumination |
0.1 | 1 | 2008 | Reducing Photon-Mapping Bandwidth by Query Reordering · IEEE Trans. Vis. Comput. Graph. 2008 |
Rendering › global illumination
photon mapping |
0.1 | 1 | 2008 | Reducing Photon-Mapping Bandwidth by Query Reordering · IEEE Trans. Vis. Comput. Graph. 2008 |
Rendering › image-based rendering
3d image warping |
0.0 | 1 | 2000 | The WarpEngine: an architecture for the post-polygonal age · SIGGRAPH 2000 |
Rendering
image-based rendering |
0.0 | 1 | 2000 | The WarpEngine: an architecture for the post-polygonal age · SIGGRAPH 2000 |
GPUs and heterogeneous computing
graphics hardware |
0.0 | 1 | 2000 | The WarpEngine: an architecture for the post-polygonal age · SIGGRAPH 2000 |
Rendering › global illumination
irradiance caching |
0.0 | 1 | 2008 | Reducing Photon-Mapping Bandwidth by Query Reordering · IEEE Trans. Vis. Comput. Graph. 2008 |
Rendering
real-time rendering |
0.0 | 1 | 2000 | The WarpEngine: an architecture for the post-polygonal age · SIGGRAPH 2000 |
Methods — techniques the papers use, named apart from their topics
kNN search · 0.1hilbert curve reordering · 0.1interpolation · 0.13d warping · 0.1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2008 | Reducing Photon-Mapping Bandwidth by Query ReorderingabstractPhoton mapping places an enormous burden on the memory hierarchy. Rendering a 512 x 512 image of a simple scene can require more than 196 Gbytes of raw bandwidth to the photon map data structure. This bandwidth is a major obstacle to real time photon mapping. This paper investigates two approaches for reducing the required bandwidth: 1) reordering the kNN searches and 2) cache conscious data structures. Using a Hilbert curve reordering, we demonstrate an experimental lower bound of 15 Mbytes of bandwidth for the same scene. Unfortunately, this improvement of four orders of magnitude requires a prohibitive amount of intermediate storage. We introduce two novel cost-effective algorithms that reduce the bandwidth by one order of magnitude. Scenes of different complexities are shown to exhibit similar reductions in bandwidth. We explain why the choice of data structure does not achieve similar reductions. We also examine the interaction of query reordering with two photon map acceleration techniques, importance sampling and the irradiance cache. Query reordering exploits the additional coherence that arises from the use of importance sampling in scenes with glossy surfaces. Irradiance caching also benefits from query reordering, even when complex surface geometry reduces the effectiveness of the irradiance cache. Joshua Steinhurst, Greg Coombe, Anselmo Lastra |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2005 | Reordering for cache conscious photon mapping
Joshua Steinhurst, Greg Coombe, Anselmo Lastra |
Graphics Interface | 1 |
| 2000 | The WarpEngine: an architecture for the post-polygonal ageabstractWe present the WarpEngine, an architecture designed for real-time imaged-based rendering of natural scenes from arbitrary viewpoints. The modeling primitives are real-world images with per-pixel depth. Currently they are acquired and stored off-line; in the near future real-time depth-image acquisition will be possible, the WarpEngine is designed to render in immediate mode from such data sources.The depth-image resolution is locally adapted by interpolation to match the resolution of the output image. 3D warping can occur either before or after the interpolation; the resulting warped/interpolated samples are forward-mapped into a warp buffer, with the precise locations recorded using an offset. Warping processors are integrated on-chip with the warp buffer, allowing efficient, scalable implementation of very high performance systems. Each chip will be able to process 100 million samples per second and provide 4.8GigaBytes per second of bandwidth to the warp buffer.The WarpEngine is significantly less complex than our previous efforts, incorporating only a single ASIC design. Small configurations can be packaged as a PC add-in card, while larger deskside configurations will provide HDTV resolutions at 50 Hz, enabling radical new applications such as 3D television.WarpEngine will be highly programmable, facilitating use as a test-bed for experimental IBR algorithms. Voicu Popescu, John G. Eyles, Anselmo Lastra, Joshua Steinhurst, Nick England, Lars S. Nyland |
SIGGRAPH | 4 |