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Won-Jong Lee

dblp:92/527 · DBLP profile ↗
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4ranked-venue papers
1as first author
0since 2021 · last 2015
—ORCID · unresolved

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

Systems, architecture and hardware · 2Graphics, computer vision, multimedia, augmented reality and games · 1Applied, interdisciplinary, general and emerging computing · 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 architecture, parallel and distributed computing, and storage systems
1 paper
GPUs and heterogeneous computing · 50% Memory systems · 50%
Computer graphics and multimedia
1 paper
Rendering · 100%

Topics — the 3 heaviest of 4, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Memory systems
cache design
0.212015
HART: A Hybrid Architecture for Ray Tracing Animated Scenes · IEEE Trans. Vis. Comput. Graph. 2015
GPUs and heterogeneous computing › graphics accelerator
ray tracing hardware
0.212015
HART: A Hybrid Architecture for Ray Tracing Animated Scenes · IEEE Trans. Vis. Comput. Graph. 2015
Rendering › temporal rendering › animation rendering
animated scene rendering
0.112015
HART: A Hybrid Architecture for Ray Tracing Animated Scenes · IEEE Trans. Vis. Comput. Graph. 2015

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

cycle-accurate simulation · 0.4
YearPublicationVenuePosition
2015 HART: A Hybrid Architecture for Ray Tracing Animated Scenes
abstract
We present a hybrid architecture, inspired by asynchronous BVH construction [1], for ray tracing animated scenes. Our hybrid architecture utilizes heterogeneous hardware resources: dedicated ray-tracing hardware for BVH updates and ray traversal and a CPU for BVH reconstruction. We also present a traversal scheme using a primitive's axis-aligned bounding box (PrimAABB). This scheme reduces ray-primitive intersection tests by reusing existing BVH traversal units and the primAABB data for tree updates; it enables the use of shallow trees to reduce tree build times, tree sizes, and bus bandwidth requirements. Furthermore, we present a cache scheme that exploits consecutive memory access by reusing data in an L1 cache block. We perform cycle-accurate simulations to verify our architecture, and the simulation results indicate that the proposed architecture can achieve real-time Whitted ray tracing animated scenes at 1,920 × 1,200 resolution. This result comes from our high-performance hardware architecture and minimized resource requirements for tree updates.
Jae-Ho Nah, Jin-Woo Kim 0004, Won-Jong Lee, Jeong-Soo Park 0004, Seokyoon Jung, Woo-Chan Park, Dinesh Manocha, Tack-Don Han
IEEE Trans. Vis. Comput. Graph.4
2014 Full-stream architecture for ray tracing with efficient data transmission
abstract
In this paper, we focus on the impact of a memory bandwidth limitation by analyzing the bandwidth consumption for a ray tracing system and present an energy efficient data transmission method using a dedicated interface between the processor and ray tracing hardware engine. To achieve real-time ray tracing, we propose a full-stream architecture through the use of this dedicated interface. For an evaluation of our approach, we implemented a prototype ray tracing architecture using our approach on an FPGA platform. Our experimental results, indicate that our approach shows an average reduction in system memory bandwidth of 48% and an average performance improvement of 50%.
Youngsam Shin, Jae Don Lee, Won-Jong Lee, Soojung Ryu, Jeongwook Kim
ISCAS3
2013 Real-time ray tracing on coarse-grained reconfigurable processor
abstract
Ray tracing is a 3D rendering method for generating an image by simulating the path of light. It can generate high quality images, but it requires great computing power. Recent advances in ray tracing technology enable realtime ray tracing on modern desktop CPUs/GPUs. But in the current mobile environment, it is difficult because of inadequate computing power, memory bandwidth, and flexibility in mobile GPUs. In this paper, we present a mobile ray tracing system using Samsung Reconfigurable Processor (SRP). SRP architecture includes a tightly coupled very long instruction word (VLIW) engine and coarse-grained reconfigurable array (CGRA). The VLIW engine is designed for general-purpose computations, such as function invocation and branch selection, and the coarsegrained reconfigurable array is specialized for data-intensive part of the program and can be configured dynamically. We proposed iterative batch-based ray tracing algorithm for SRP, and optimized memory bandwidth with local memory and data cache. Our ray tracing system is implemented on a commercial FPGA-based prototyping system. The experimental results show that our system is suitable for the mobile ray tracing.
Jae Don Lee, Youngsam Shin, Won-Jong Lee, Soojung Ryu, Jeongwook Kim
FPT3
2004 A Bandwidth Reduction Scheme for 3D Texture-Based Volume Rendering on Commodity Graphics Hardware
Won-Jong Lee, Woo-Chan Park, Tack-Don Han, Sung-Bong Yang, Francis Neelamkavil
ICCSA (2)1