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Matthäus G. Chajdas

dblp:94/7867 · DBLP profile ↗
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7ranked-venue papers
2as first author
4since 2021 · last 2025
0000-0003-4689-2932ORCID · verified

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

Graphics, computer vision, multimedia, augmented reality and games · 6 · 2 first-author · 3 since 2021Human-computer interaction and ubiquitous computing · 3 · 2 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
GPUs and heterogeneous computing · 77% High-performance computing · 23%

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

TopicWeightPapersLastEvidence papers
GPUs and heterogeneous computing › GPU programming
GPU programming models
0.912025
GPUs All Grown-Up: Fully Device-Driven SpMV Using GPU Work Graphs · ISCA 2025
GPUs and heterogeneous computing › GPU computing › GPU sparse computation
GPU sparse matrix-vector multiplication
0.912025
GPUs All Grown-Up: Fully Device-Driven SpMV Using GPU Work Graphs · ISCA 2025
High-performance computing
sparse linear algebra
0.312025
GPUs All Grown-Up: Fully Device-Driven SpMV Using GPU Work Graphs · ISCA 2025
High-performance computing › sparse linear algebra › sparse matrix computation
SpMV
0.312025
GPUs All Grown-Up: Fully Device-Driven SpMV Using GPU Work Graphs · ISCA 2025

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

dynamic on-device self-scheduling · 0.9
YearPublicationVenuePosition
2025 GPUs All Grown-Up: Fully Device-Driven SpMV Using GPU Work Graphs
abstract
Sparse matrix-vector multiplication (SpMV) is a key operation across high-performance computing, graph analytics, and many more applications.In these applications, the matrix characteristics, notably non-zero elements per row, can vary widely and impact which algorithm performs best.Thus, Graphics Processing Unit (GPU) SpMV algorithms often rely on costly preprocessing to determine what per-row algorithm to select to achieve high performance.In this work we combine SpMV preprocessing and the subsequent per-row processing on the GPU by leveraging the novel "Work Graphs" GPU programming model-initially designed for graphics applications-for dynamic on-device self-scheduling.Work Graphs allow for fine-grain dataflow execution of individual workgroups using emerging hardware and firmware support.As soon as preprocessing has generated sufficient work, workgroups of individual processing kernels are self-scheduled and executed, interleaved with those of other kernels.This improves cache locality and eliminates host interaction altogether.Across a suite of 59 sparse matrices, the best of various novel Work Graphs SpMV implementations outperforms state-of-the-art rocSPARSE "LRB" for a single SpMV by up to 7.19× (mean: 3.35×, SD: 1.89).Furthermore, it achieves much more stable performance across various sparsity patterns than the rocSPARSE CSR-General algorithm, and even beats the advanced rocSPARSE CSR-Adaptive algorithm for up to 92 consecutive SpMV calculations.In addition, compared to rocSPARSE LRB, it reduces code complexity by 75%.Its memory footprint for supporting data structures is a fixed ∼25 MiB independent of matrix size, compared to rocSPARSE LRB's data structures that scale with matrix
Fabian Wildgrube, Pete Ehrett, Paul Trojahn, Richard Membarth, Bradford M. Beckmann, Dominik Baumeister, Matthäus G. Chajdas
ISCA7
2025 Real-time meshlet decompression
Bastian Kuth, Max Oberberger, Felix Kawala, Sander Reitter, Sebastian Michel 0003, Matthäus G. Chajdas, Quirin Meyer
Comput. Graph.6
2025 DOBB-BVH: Efficient Ray Traversal by Transforming Wide BVHs into Oriented Bounding Box Trees using Discrete Rotations
abstract
Abstract Oriented bounding box (OBB) bounding volume hierarchies offer a more precise fit than axis‐aligned bounding box hierarchies in scenarios with thin elongated and arbitrarily rotated geometry, enhancing intersection test performance in ray tracing. However, determining optimally oriented bounding boxes can be computationally expensive and have high memory requirements. Recent research has shown that pre‐built hierarchies can be efficiently converted to OBB hierarchies on the GPU in a bottom‐up pass, yielding significant ray tracing traversal improvements. In this paper, we introduce a novel OBB construction technique where all internal node children share a consistent OBB transform, chosen from a fixed set of discrete quantized rotations. This allows for efficient encoding and reduces the computational complexity of OBB transformations. We further extend our approach to hierarchies with multiple children per node by leveraging Discrete Orientation Polytopes (k‐DOPs), demonstrating improvements in traversal performance while limiting the build time impact for real‐time applications. Our method is applied as a post‐processing step, integrating seamlessly into existing hierarchy construction pipelines. Despite a 12.6% increase in build time, our experimental results demonstrate an average improvement of 18.5% in primary, 32.4% in secondary rays, and maximum gain of 65% in ray intersection performance, highlighting its potential for advancing real‐time applications.
Michael A. Kern, Alain Galvan, David R. Oldcorn, Daniel Skinner, Rohan Mehalwal, Leo Reyes Lozano, Matthäus G. Chajdas
Comput. Graph. Forum7
2023 Edge-Friend: Fast and Deterministic Catmull-Clark Subdivision Surfaces
abstract
Abstract We present edge‐friend, a data structure for quad meshes with access to neighborhood information required for Catmull‐Clark subdivision surface refinement. Edge‐friend enables efficient real‐time subdivision surface rendering. In particular, the resulting algorithm is deterministic, does not require hardware support for atomic floating‐point arithmetic, and is optimized for efficient rendering on GPUs. Edge‐friend exploits that after one subdivision step, two edges can be uniquely and implicitly assigned to each quad. Additionally, edge‐friend is a compact data structure, adding little overhead. Our algorithm is simple to implement in a single compute shader kernel, and requires minimal synchronization which makes it particularly suited for asynchronous execution. We easily extend our kernel to support relevant Catmull‐Clark subdivision surface features, including semi‐smooth creases, boundaries, animation and attribute interpolation. In case of topology changes, our data structure requires little preprocessing, making it amendable for a variety of applications, including real‐time editing and animations. Our method can process and render billions of triangles per second on modern GPUs. For a sample mesh, our algorithm generates and renders 2.9 million triangles in 0.58ms on an AMD Radeon RX 7900 XTX GPU.
Bastian Kuth, Max Oberberger, Matthäus G. Chajdas, Quirin Meyer
Comput. Graph. Forum3
2017 Tiled light trees
abstract
Handling many light sources in real-time is still one of the big challenges in real-time graphics [Sousa and Geffroy 2016; Garawany 2016]. Even the most recent approaches like practical clustered shading still have various problem cases with low performance. Especially in scenes with high depth variance, existing algorithms cannot adapt to the distribution of light sources properly and end up evaluating many lights that don't contribute to the final image.
Yuriy O'Donnell, Matthäus G. Chajdas
I3D2
2011 Subpixel reconstruction antialiasing for deferred shading
abstract
Subpixel Reconstruction Antialiasing (SRAA) combines singlepixel (1x) shading with subpixel visibility to create antialiased images without increasing the shading cost. SRAA targets deferred-shading renderers, which cannot use multisample antialiasing.
Matthäus G. Chajdas, Morgan McGuire, David P. Luebke
SI3D1
2010 Assisted texture assignment
abstract
Virtual environments are typically textured by manually choosing an image to apply on each surface. This implies browsing through large sets of generic textures for each and every surface in the scene.
Matthäus G. Chajdas, Sylvain Lefebvre 0001, Marc Stamminger
SI3D1