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Eric Schenk

dblp:95/6294 · DBLP profile ↗
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5ranked-venue papers
3as first author
0since 2021 · last 2009
—ORCID · none

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

Systems, architecture and hardware · 3 · 2 first-authorGraphics, computer vision, multimedia, augmented reality and games · 1Theory of computation · 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 graphics and multimedia
1 paper
Rendering · 100%
Theoretical computer science
2 papers
Distributed computing theory · 100%
Software engineering, system software, and programming languages
1 paper
Compilers and program optimization · 100%

Topics — the 7 heaviest of 9, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Rendering
real-time rendering
0.012002
Shader-driven compilation of rendering assets · ACM Trans. Graph. 2002
Rendering › shader programming
shader compilation
0.012002
Shader-driven compilation of rendering assets · ACM Trans. Graph. 2002
Distributed computing theory
consensus
0.011997
The Consensus Hierarchy Is Not Robust · PODC 1997
Distributed computing theory › concurrent objects
wait-free hierarchy
0.011997
The Consensus Hierarchy Is Not Robust · PODC 1997
Distributed computing theory › consensus
approximate agreement
0.011995
Faster Approximate Agreement with Multi-Writer Registers · FOCS 1995
Distributed computing theory › shared memory
multi-writer registers
0.011995
Faster Approximate Agreement with Multi-Writer Registers · FOCS 1995
Distributed computing theory
shared memory
0.011995
Faster Approximate Agreement with Multi-Writer Registers · FOCS 1995

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

shader-driven compilation · 0.1platform-specific code generation · 0.1upper bounds · 0.0lower bound · 0.0
YearPublicationVenuePosition
2009 Game developer's perspective on OpenCL
Eric Schenk
Hot Chips Symposium1
2002 Shader-driven compilation of rendering assets
abstract
Rendering performance of consumer graphics hardware benefits from pre-processing geometric data into a form targeted to the underlying API and hardware. The various elements of geometric data are then coupled with a shading program at runtime to draw the asset.In this paper we describe a system in which pre-processing is done in a compilation process in which the geometric data are processed with knowledge of their shading programs. The data are converted into structures targeted directly to the hardware, and a code stream is assembled that describes the manipulations required to render these data structures. Our compiler is structured like a traditional code compiler, with a front end that reads the geometric data and attributes (hereafter referred to as an art asset ) output from a 3D modeling package and shaders in a platform independent form and performs platform-independent optimizations, and a back end that performs platform-specific optimizations and generates platform-targeted data structures and code streams.Our compiler back-end has been targeted to four platforms, three of which are radically different from one another. On all platforms the rendering performance of our compiled assets, used in real situations, is well above that of hand-coded assets.
Paul Lalonde, Eric Schenk
ACM Trans. Graph.2
1997 The Consensus Hierarchy Is Not Robust
abstract
No abstract available.
Eric Schenk
PODC1
1995 Faster Approximate Agreement with Multi-Writer Registers
abstract
We consider the complexity of the wait-free approximate agreement problem in an asynchronous shared memory comprised of only single-bit multi-writer multi-reader registers. For real-valued inputs x/sub 1/,...,x/sub n/ and /spl epsiv/ we show matching upper and lower bounds of /spl Theta/(log(ma.
Eric Schenk
FOCS1
1994 Maintaining B-Trees on an EREW PRAM
Lisa Higham, Eric Schenk
J. Parallel Distributed Comput.2