EDBT 2026 Demo / reviewers in the wild / expert
Daniel Reiter Horn
dblp:h/DRHorn
· DBLP profile ↗
7ranked-venue papers
4as first author
0since 2021 · last 2017
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Systems, architecture and hardware · 3 · 1 first-authorGraphics, computer vision, multimedia, augmented reality and games · 3 · 2 first-authorHuman-computer interaction and ubiquitous computing · 2 · 2 first-authorComputer networks · 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
5 papers |
Storage systems · 59% Distributed systems · 17% GPUs and heterogeneous computing · 13% | |
| Software engineering, system software, and programming languages
2 papers |
Compilers and program optimization · 100% | |
| Interdisciplinary, comprehensive, and emerging computing
1 paper |
Bioinformatics and computational biology · 100% | |
| Computer graphics and multimedia
1 paper |
Virtual and augmented reality · 100% |
Topics — the 13 heaviest of 15, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Storage systems
file systems |
0.3 | 1 | 2017 | The Design, Implementation, and Deployment of a System to Transparently Compress Hundreds of Petabytes of Image Files for a File-Storage Service · NSDI 2017 |
Storage systems › data compression
transparent compression |
0.3 | 1 | 2017 | The Design, Implementation, and Deployment of a System to Transparently Compress Hundreds of Petabytes of Image Files for a File-Storage Service · NSDI 2017 |
Compilers and program optimization › memory optimization
memory hierarchy optimization |
0.1 | 1 | 2006 | Sequoia: programming the memory hierarchy · SC 2006 |
Parallel and multicore computing
parallel programming models |
0.1 | 1 | 2006 | Sequoia: programming the memory hierarchy · SC 2006 |
Bioinformatics and computational biology › sequence analysis › sequence similarity search
sequence database search |
0.1 | 1 | 2005 | ClawHMMER: A Streaming HMMer-Search Implementation · SC 2005 |
GPUs and heterogeneous computing
GPU-accelerated bioinformatics |
0.1 | 1 | 2005 | ClawHMMER: A Streaming HMMer-Search Implementation · SC 2005 |
Parallel and multicore computing › parallel algorithms › parallel primitives
data-parallel primitives |
0.0 | 1 | 2004 | Brook for GPUs: stream computing on graphics hardware · ACM Trans. Graph. 2004 |
GPUs and heterogeneous computing
GPU computing |
0.0 | 1 | 2004 | Brook for GPUs: stream computing on graphics hardware · ACM Trans. Graph. 2004 |
GPUs and heterogeneous computing › GPU programming
GPU programming models |
0.0 | 1 | 2004 | Brook for GPUs: stream computing on graphics hardware · ACM Trans. Graph. 2004 |
Distributed systems
stream processing |
0.0 | 1 | 2004 | Brook for GPUs: stream computing on graphics hardware · ACM Trans. Graph. 2004 |
Virtual and augmented reality
immersive interaction |
0.0 | 1 | 2012 | A Scalable Server for 3D Metaverses · USENIX ATC 2012 |
High-performance computing › data-intensive computing
streaming computation |
0.0 | 1 | 2005 | ClawHMMER: A Streaming HMMer-Search Implementation · SC 2005 |
Compilers and program optimization › accelerator compilation
GPU compiler |
0.0 | 1 | 2004 | Brook for GPUs: stream computing on graphics hardware · ACM Trans. Graph. 2004 |
Methods — techniques the papers use, named apart from their topics
viterbi algorithm · 0.1streaming algorithm · 0.1stream programming · 0.1compiler and runtime abstraction · 0.1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2017 | The Design, Implementation, and Deployment of a System to Transparently Compress Hundreds of Petabytes of Image Files for a File-Storage Service
Daniel Reiter Horn, Ken Elkabany, Chris Lesniewski-Laas, Keith Winstein |
NSDI | 1 |
| 2012 | A Scalable Server for 3D Metaverses
Ewen Cheslack-Postava, Tahir Azim, Behram F. T. Mistree, Daniel Reiter Horn, Jeff Terrace, Philip Alexander Levis, Michael J. Freedman |
USENIX ATC | 4 |
| 2007 | LightShop: interactive light field manipulation and renderingabstractLight fields can be used to represent an object's appearance with a high degree of realism. However, unlike their geometric counterparts, these image-based representations lack user control for manipulating them. We present a system that allows a user to interactively manipulate, composite and render multiple light fields. LightShop is a modular system consisting of three parts: 1) a set of functions that allow a user to model a scene containing multiple light fields, 2) a ray-shading language that describes how an image should be constructed from a set of light fields, and 3) a real-time light field rendering system in OpenGL that can plug into existing 3D engines as a GLSL shader. Daniel Reiter Horn, Billy Chen |
SI3D | 1 |
| 2007 | Interactive k-d tree GPU raytracingabstractOver the past few years, the powerful computation rates and high memory bandwidth of GPUs have attracted efforts to run raytracing on GPUs. Our work extends Foley et al.'s GPU k-d tree research. We port their kd-restart algorithm from multi-pass, using CPU load balancing, to single pass, using current GPUs' branching and looping abilities. We introduce three optimizations: a packetized formulation, a technique for restarting partially down the tree instead of at the root, and a small, fixed-size stack that is checked before resorting to restart. Our optimized implementation achieves 15 - 18 million primary rays per second and 16 - 27 million shadow rays per second on our test scenes. Daniel Reiter Horn, Jeremy Sugerman, Mike Houston, Pat Hanrahan |
SI3D | 1 |
| 2006 | Sequoia: programming the memory hierarchyabstractWe present Sequoia, a programming language designed to facilitate the development of memory hierarchy aware parallel programs that remain portable across modern machines featuring different memory hierarchy configurations. Sequoia abstractly exposes hierarchical memory in the programming model and provides language mechanisms to describe communication vertically through the machine and to localize computation to particular memory locations within it. We have implemented a complete programming system, including a compiler and runtime systems for Cell processor-based blade systems and distributed memory clusters, and demonstrate efficient performance running Sequoia programs on both of these platforms. Kayvon Fatahalian, Daniel Reiter Horn, Timothy J. Knight, Larkhoon Leem, Mike Houston, Ji Young Park, Mattan Erez, Manman Ren, Alex Aiken, William J. Dally, Pat Hanrahan |
SC | 2 |
| 2005 | ClawHMMER: A Streaming HMMer-Search ImplementationabstractThe proliferation of biological sequence data has motivated the need for an extremely fast probabilistic sequence search. One method for performing this search involves evaluating the Viterbi probability of a hidden Markov model (HMM) of a desired sequence family for each sequence in a protein database. However, one of the difficulties with current implementations is the time required to search large databases. Many current and upcoming architectures offering large amounts of compute power are designed with data-parallel execution and streaming in mind. We present a streaming algorithm for evaluating an HMM’s Viterbi probability and refine it for the specific HMM used in biological sequence search. We implement our streaming algorithm in the Brook language, allowing us to execute the algorithm on graphics processors. We demonstrate that this streaming algorithm on graphics processors can outperform available CPU implementations. We also demonstrate this implementation running on a 16 node graphics cluster. Daniel Reiter Horn, Mike Houston, Pat Hanrahan |
SC | 1 |
| 2004 | Brook for GPUs: stream computing on graphics hardwareabstractIn this paper, we present Brook for GPUs, a system for general-purpose computation on programmable graphics hardware. Brook extends C to include simple data-parallel constructs, enabling the use of the GPU as a streaming co-processor. We present a compiler and runtime system that abstracts and virtualizes many aspects of graphics hardware. In addition, we present an analysis of the effectiveness of the GPU as a compute engine compared to the CPU, to determine when the GPU can outperform the CPU for a particular algorithm. We evaluate our system with five applications, the SAXPY and SGEMV BLAS operators, image segmentation, FFT, and ray tracing. For these applications, we demonstrate that our Brook implementations perform comparably to hand-written GPU code and up to seven times faster than their CPU counterparts. Ian Buck, Theresa Foley, Daniel Reiter Horn, Jeremy Sugerman, Kayvon Fatahalian, Mike Houston, Pat Hanrahan |
ACM Trans. Graph. | 3 |