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Marek Vinkler

dblp:15/11270 · DBLP profile ↗
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6ranked-venue papers
5as first author
0since 2021 · last 2017
0000-0002-6902-8429ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 6 · 5 first-authorArtificial intelligence and machine learning · 1

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
2 papers
Image and video coding · 78% Computational photography and imaging · 12% Rendering · 10%
Computer architecture, parallel and distributed computing, and storage systems
1 paper
GPUs and heterogeneous computing · 100%

Topics — the 5 heaviest of 5, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Image and video coding
light field compression
0.312017
Towards a Quality Metric for Dense Light Fields · CVPR 2017
Image and video coding
quality assessment
0.312017
Towards a Quality Metric for Dense Light Fields · CVPR 2017
GPUs and heterogeneous computing
ray tracing
0.212016
Parallel On-Demand Hierarchy Construction on Contemporary GPUs · IEEE Trans. Vis. Comput. Graph. 2016
Computational photography and imaging
light field imaging
0.112017
Towards a Quality Metric for Dense Light Fields · CVPR 2017
Rendering
ray tracing
0.112016
Parallel On-Demand Hierarchy Construction on Contemporary GPUs · IEEE Trans. Vis. Comput. Graph. 2016

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

task pool parallelism · 0.5surface area heuristic · 0.5subjective quality assessment · 0.3objective quality metrics · 0.3
YearPublicationVenuePosition
2017 Towards a Quality Metric for Dense Light Fields
abstract
Light fields become a popular representation of three-dimensional scenes, and there is interest in their processing, resampling, and compression. As those operations often result in loss of quality, there is a need to quantify it. In this work, we collect a new dataset of dense reference and distorted light fields as well as the corresponding quality scores which are scaled in perceptual units. The scores were acquired in a subjective experiment using an interactive light-field viewing setup. The dataset contains typical artifacts that occur in light-field processing chain due to light-field reconstruction, multi-view compression, and limitations of automultiscopic displays. We test a number of existing objective quality metrics to determine how well they can predict the quality of light fields. We find that the existing image quality metrics provide good measures of light-field quality, but require dense reference light-fields for optimal performance. For more complex tasks of comparing two distorted light fields, their performance drops significantly, which reveals the need for new, light-field-specific metrics.
Vamsi Kiran Adhikarla, Marek Vinkler, Denis Sumin, Rafal Mantiuk, Karol Myszkowski, Hans-Peter Seidel, Piotr Didyk
CVPR2
2016 Performance Comparison of Bounding Volume Hierarchies and Kd-Trees for GPU Ray Tracing
abstract
Abstract We present a performance comparison of bounding volume hierarchies and kd‐trees for ray tracing on many‐core architectures (GPUs). The comparison is focused on rendering times and traversal characteristics on the GPU using data structures that were optimized for very high performance of tracing rays. To achieve low rendering times, we extensively examine the constants used in termination criteria for the two data structures. We show that for a contemporary GPU architecture (NVIDIA Kepler) bounding volume hierarchies have higher ray tracing performance than kd‐trees for simple and moderately complex scenes. On the other hand, kd‐trees have higher performance for complex scenes, in particular for those with high depth complexity. Finally, we analyse the causes of the performance discrepancies using the profiling characteristics of the ray tracing kernels.
Marek Vinkler, Vlastimil Havran, Jirí Bittner
Comput. Graph. Forum1
2016 Parallel On-Demand Hierarchy Construction on Contemporary GPUs
abstract
We present the first parallel on-demand spatial hierarchy construction algorithm targeting ray tracing on many-core processors such as GPUs. The method performs simultaneous ray traversal and spatial hierarchy construction focused on the parts of the data structure being traversed. The method is based on a versatile framework built around a task pool and runs entirely on the GPU. We show that the on-demand construction can improve rendering times compared to full hierarchy construction. We evaluate our method on both object (BVH) and space (kd-tree) subdivision data structures and compare them mutually. The on-demand method is particularly beneficial for rendering large scenes with high occlusion. We also present SAH kd-tree builder that outperforms previous state-of-the-art builders running on the GPU.
Marek Vinkler, Vlastimil Havran, Jirí Bittner, Jirí Sochor
IEEE Trans. Vis. Comput. Graph.1
2015 Register Efficient Dynamic Memory Allocator for GPUs
abstract
Abstract We compare five existing dynamic memory allocators optimized for GPUs and show their strengths and weaknesses. In the measurements, we use three generic evaluation tests proposed in the past and we add one with a real workload, where dynamic memory allocation is used in building the k ‐d tree data structure. Following the performance analysis we propose a new dynamic memory allocator and its variants that address the limitations of the existing dynamic memory allocators. The new dynamic memory allocator uses few resources and is targeted towards large and variably sized memory allocations on massively parallel hardware architectures.
Marek Vinkler, Vlastimil Havran
Comput. Graph. Forum1
2013 Massively Parallel Hierarchical Scene Processing with Applications in Rendering
abstract
Abstract We present a novel method for massively parallel hierarchical scene processing on the GPU, which is based on sequential decomposition of the given hierarchical algorithm into small functional blocks. The computation is fully managed by the GPU using a specialized task pool which facilitates synchronization and communication of processing units. We present two applications of the proposed approach: construction of the bounding volume hierarchies and collision detection based on divide‐and‐conquer ray tracing. The results indicate that using our approach we achieve high utilization of the GPU even for complex hierarchical problems which pose a challenge for massive parallelization. The results indicate that using our approach we achieve high utilization of the GPU even for complex hierarchical problems which pose a challenge for massive parallelization.
Marek Vinkler, Jirí Bittner, Vlastimil Havran, Michal Hapala
Comput. Graph. Forum1
2012 Visibility driven BVH build up algorithm for ray tracing
Marek Vinkler, Vlastimil Havran, Jirí Sochor
Comput. Graph.1