Demo Data from EDBT 2026 / reviewers in the wild / expert
Luke Anderson 0001
dblp:89/7993-1
· DBLP profile ↗
5ranked-venue papers
2as 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 · 3 · 1 first-authorArtificial intelligence and machine learning · 1Software engineering, systems software and programming languages · 1 · 1 first-author · 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.
| Software engineering, system software, and programming languages
5 papers |
Compilers and program optimization · 61% Programming languages and type systems · 39% | |
| Computer architecture, parallel and distributed computing, and storage systems
2 papers |
GPUs and heterogeneous computing · 55% Performance modeling and evaluation · 45% | |
| Interdisciplinary, comprehensive, and emerging computing
1 paper |
Computational science and engineering · 100% | |
| Computer graphics and multimedia
1 paper |
Rendering · 100% |
Topics — the 14 heaviest of 15, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Compilers and program optimization
auto-scheduling |
0.9 | 2 | 2021 | Efficient automatic scheduling of imaging and vision pipelines for the GPU · Proc. ACM Program. Lang. 2021 Learning to optimize halide with tree search and random programs · ACM Trans. Graph. 2019 |
Programming languages and type systems
domain-specific languages |
0.7 | 2 | 2019 | Taichi: a language for high-performance computation on spatially sparse data structures · ACM Trans. Graph. 2019 Aether: an embedded domain specific sampling language for Monte Carlo rendering · ACM Trans. Graph. 2017 |
Compilers and program optimization › code generation
GPU code generation |
0.5 | 1 | 2021 | Efficient automatic scheduling of imaging and vision pipelines for the GPU · Proc. ACM Program. Lang. 2021 |
Performance modeling and evaluation
cost modeling |
0.5 | 1 | 2021 | Efficient automatic scheduling of imaging and vision pipelines for the GPU · Proc. ACM Program. Lang. 2021 |
GPUs and heterogeneous computing › GPU computing
GPU implementation |
0.5 | 1 | 2021 | Efficient automatic scheduling of imaging and vision pipelines for the GPU · Proc. ACM Program. Lang. 2021 |
Computational science and engineering › scientific machine learning
differentiable simulation |
0.4 | 1 | 2020 | DiffTaichi: Differentiable Programming for Physical Simulation · ICLR 2020 |
Computational science and engineering › computational physics
physics simulation |
0.4 | 1 | 2020 | DiffTaichi: Differentiable Programming for Physical Simulation · ICLR 2020 |
Programming languages and type systems › programming paradigms
differentiable programming |
0.4 | 1 | 2020 | DiffTaichi: Differentiable Programming for Physical Simulation · ICLR 2020 |
Compilers and program optimization
cost model |
0.4 | 1 | 2019 | Learning to optimize halide with tree search and random programs · ACM Trans. Graph. 2019 |
Rendering
monte carlo integration |
0.3 | 1 | 2017 | Aether: an embedded domain specific sampling language for Monte Carlo rendering · ACM Trans. Graph. 2017 |
Rendering
monte carlo rendering |
0.3 | 1 | 2017 | Aether: an embedded domain specific sampling language for Monte Carlo rendering · ACM Trans. Graph. 2017 |
Programming languages and type systems › domain-specific languages
embedded domain-specific languages |
0.3 | 1 | 2017 | Aether: an embedded domain specific sampling language for Monte Carlo rendering · ACM Trans. Graph. 2017 |
Machine learning › Efficient and distributed learning
deep learning compilers |
0.1 | 1 | 2019 | Learning to optimize halide with tree search and random programs · ACM Trans. Graph. 2019 |
GPUs and heterogeneous computing › GPU computing
GPU parallelization |
0.1 | 1 | 2019 | Taichi: a language for high-performance computation on spatially sparse data structures · ACM Trans. Graph. 2019 |
Methods — techniques the papers use, named apart from their topics
machine learning cost model · 1.8two-phase search · 1.0memoization · 1.0hierarchical sampling · 1.0vectorization · 0.8tree search · 0.8random program generation · 0.8parallelization · 0.8index analysis · 0.8beam search · 0.8metropolis methods · 0.3domain-specific language · 0.3bidirectional path tracing · 0.3
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2021 | Efficient automatic scheduling of imaging and vision pipelines for the GPUabstractWe present a new algorithm to quickly generate high-performance GPU implementations of complex imaging and vision pipelines, directly from high-level Halide algorithm code. It is fully automatic, requiring no schedule templates or hand-optimized kernels. We address the scalability challenge of extending search-based automatic scheduling to map large real-world programs to the deep hierarchies of memory and parallelism on GPU architectures in reasonable compile time. We achieve this using (1) a two-phase search algorithm that first ‘freezes’ decisions for the lowest cost sections of a program, allowing relatively more time to be spent on the important stages, (2) a hierarchical sampling strategy that groups schedules based on their structural similarity, then samples representatives to be evaluated, allowing us to explore a large space with few samples, and (3) memoization of repeated partial schedules, amortizing their cost over all their occurrences. We guide the process with an efficient cost model combining machine learning, program analysis, and GPU architecture knowledge. We evaluate our method’s performance on a diverse suite of real-world imaging and vision pipelines. Our scalability optimizations lead to average compile time speedups of 49x (up to 530x). We find schedules that are on average 1.7x faster than existing automatic solutions (up to 5x), and competitive with what the best human experts were able to achieve in an active effort to beat our automatic results. Luke Anderson 0001, Andrew Adams, Karima Ma, Tzu-Mao Li, Jonathan Ragan-Kelley |
Proc. ACM Program. Lang. | 1 |
| 2020 | DiffTaichi: Differentiable Programming for Physical Simulation
Yuanming Hu, Luke Anderson 0001, Tzu-Mao Li, Qi Sun 0003, Nathan Carr 0001, Jonathan Ragan-Kelley, Frédo Durand |
ICLR | 2 |
| 2019 | Learning to optimize halide with tree search and random programsabstractWe present a new algorithm to automatically schedule Halide programs for high-performance image processing and deep learning. We significantly improve upon the performance of previous methods, which considered a limited subset of schedules. We define a parameterization of possible schedules much larger than prior methods and use a variant of beam search to search over it. The search optimizes runtime predicted by a cost model based on a combination of new derived features and machine learning. We train the cost model by generating and featurizing hundreds of thousands of random programs and schedules. We show that this approach operates effectively with or without autotuning. It produces schedules which are on average almost twice as fast as the existing Halide autoscheduler without autotuning, or more than twice as fast with, and is the first automatic scheduling algorithm to significantly outperform human experts on average. Andrew Adams, Karima Ma, Luke Anderson 0001, Riyadh Baghdadi, Tzu-Mao Li, Michaël Gharbi, Benoit Steiner, Kayvon Fatahalian, Frédo Durand, Jonathan Ragan-Kelley |
ACM Trans. Graph. | 3 |
| 2019 | Taichi: a language for high-performance computation on spatially sparse data structuresabstract3D visual computing data are often spatially sparse. To exploit such sparsity, people have developed hierarchical sparse data structures, such as multi-level sparse voxel grids, particles, and 3D hash tables. However, developing and using these high-performance sparse data structures is challenging, due to their intrinsic complexity and overhead. We propose Taichi , a new data-oriented programming language for efficiently authoring, accessing, and maintaining such data structures. The language offers a high-level, data structure-agnostic interface for writing computation code. The user independently specifies the data structure. We provide several elementary components with different sparsity properties that can be arbitrarily composed to create a wide range of multi-level sparse data structures. This decoupling of data structures from computation makes it easy to experiment with different data structures without changing computation code, and allows users to write computation as if they are working with a dense array. Our compiler then uses the semantics of the data structure and index analysis to automatically optimize for locality, remove redundant operations for coherent accesses, maintain sparsity and memory allocations, and generate efficient parallel and vectorized instructions for CPUs and GPUs. Our approach yields competitive performance on common computational kernels such as stencil applications, neighbor lookups, and particle scattering. We demonstrate our language by implementing simulation, rendering, and vision tasks including a material point method simulation, finite element analysis, a multigrid Poisson solver for pressure projection, volumetric path tracing, and 3D convolution on sparse grids. Our computation-data structure decoupling allows us to quickly experiment with different data arrangements, and to develop high-performance data structures tailored for specific computational tasks. With 1 1 0 th as many lines of code, we achieve 4.55× higher performance on average, compared to hand-optimized reference implementations. Yuanming Hu, Tzu-Mao Li, Luke Anderson 0001, Jonathan Ragan-Kelley, Frédo Durand |
ACM Trans. Graph. | 3 |
| 2017 | Aether: an embedded domain specific sampling language for Monte Carlo renderingabstractImplementing Monte Carlo integration requires significant domain expertise. While simple samplers, such as unidirectional path tracing, are relatively forgiving, more complex algorithms, such as bidirectional path tracing or Metropolis methods, are notoriously difficult to implement correctly. We propose Aether, an embedded domain specific language for Monte Carlo integration, which offers primitives for writing concise and correct-by-construction sampling and probability code. The user is tasked with writing sampling code, while our compiler automatically generates the code necessary for evaluating PDFs as well as the book keeping and combination of multiple sampling strategies. Our language focuses on ease of implementation for rapid exploration, at the cost of run time performance. We demonstrate the effectiveness of the language by implementing several challenging rendering algorithms as well as a new algorithm, which would otherwise be prohibitively difficult. Luke Anderson 0001, Tzu-Mao Li, Jaakko Lehtinen, Frédo Durand |
ACM Trans. Graph. | 1 |