Demo Data from SIGIR 2026 / reviewers in the wild / expert
Mark Dokter
dblp:154/0268
· DBLP profile ↗
6ranked-venue papers
1as first author
1since 2021 · last 2022
0000-0003-4960-5740ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 4 · 1 first-authorDatabases, data management, data science and information retrieval · 2 · 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 graphics and multimedia
3 papers |
Rendering · 42% Virtual and augmented reality · 28% Visual content generation and editing · 21% | |
| Computer architecture, parallel and distributed computing, and storage systems
2 papers |
GPUs and heterogeneous computing · 70% Parallel and multicore computing · 30% |
Topics — the 8 heaviest of 10, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Rendering
remote rendering |
0.3 | 1 | 2018 | Shading atlas streaming · ACM Trans. Graph. 2018 |
Virtual and augmented reality › immersive streaming
VR streaming |
0.3 | 1 | 2018 | Shading atlas streaming · ACM Trans. Graph. 2018 |
Visual content generation and editing
procedural content generation |
0.2 | 1 | 2016 | Representing and scheduling procedural generation using operator graphs · ACM Trans. Graph. 2016 |
GPUs and heterogeneous computing
GPU scheduling |
0.2 | 1 | 2014 | Whippletree: task-based scheduling of dynamic workloads on the GPU · ACM Trans. Graph. 2014 |
Parallel and multicore computing
task scheduling |
0.2 | 1 | 2014 | Whippletree: task-based scheduling of dynamic workloads on the GPU · ACM Trans. Graph. 2014 |
Image and video coding
video compression |
0.1 | 1 | 2018 | Shading atlas streaming · ACM Trans. Graph. 2018 |
Rendering › global illumination
irradiance caching |
0.1 | 1 | 2014 | Whippletree: task-based scheduling of dynamic workloads on the GPU · ACM Trans. Graph. 2014 |
Rendering
volume rendering |
0.1 | 1 | 2014 | Whippletree: task-based scheduling of dynamic workloads on the GPU · ACM Trans. Graph. 2014 |
Methods — techniques the papers use, named apart from their topics
search heuristics · 0.5operator graph · 0.5GPU scheduling · 0.5task-based parallelism · 0.4SIMD execution · 0.4virtualized texture memory · 0.3object-space shading · 0.3MPEG encoding · 0.3
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2022 | DAPHNE: An Open and Extensible System Infrastructure for Integrated Data Analysis Pipelines
Patrick Damme, Marius Birkenbach, Constantinos Bitsakos, Matthias Boehm 0001, Philippe Bonnet, Florina M. Ciorba, Mark Dokter, Pawel Dowgiallo, Ahmed Eleliemy, Christian Färber, Georgios I. Goumas, Dirk Habich, Niclas Hedam, Marlies Hofer, Kevin Innerebner, Vasileios Karakostas, Roman Kern, Tomaz Kosar, Alexander Krause 0001, Daniel Krems, Andreas Laber, Wolfgang Lehner, Eric Mier, Marcus Paradies, Bernhard Peischl, Gabrielle Poerwawinata, Stratos Psomadakis, Tilmann Rabl, Piotr Ratuszniak, Pedro Silva 0011, Nikolai Skuppin, Andreas Starzacher, Benjamin Steinwender, Ilin Tolovski, Pinar Tözün, Wojciech Ulatowski, Yuanyuan Wang 0002, Izajasz P. Wrosz, Ales Zamuda, Ce Zhang 0001, Xiao Xiang Zhu 0001 |
CIDR | 7 |
| 2020 | SystemDS: A Declarative Machine Learning System for the End-to-End Data Science Lifecycle
Matthias Boehm 0001, Iulian Antonov, Sebastian Baunsgaard, Mark Dokter, Robert Ginthör, Kevin Innerebner, Florijan Klezin, Stefanie N. Lindstaedt, Arnab Phani, Benjamin Rath, Berthold Reinwald, Shafaq Siddiqi, Sebastian Benjamin Wrede |
CIDR | 4 |
| 2019 | Hierarchical Rasterization of Curved Primitives for Vector Graphics Rendering on the GPUabstractAbstract In this paper, we introduce the CPatch, a curved primitive that can be used to construct arbitrary vector graphics. A CPatch is a generalization of a 2D polygon: Any number of curves up to a cubic degree bound a primitive. We show that a CPatch can be rasterized efficiently in a hierarchical manner on the GPU, locally discarding irrelevant portions of the curves. Our rasterizer is fast and scalable, works on all patches in parallel, and does not require any approximations. We show a parallel implementation of our rasterizer, which naturally supports all kinds of color spaces, blending and super‐sampling. Additionally, we show how vector graphics input can efficiently be converted to a CPatch representation, solving challenges like patch self intersections and false inside‐outside classification. Results indicate that our approach is faster than the state‐of‐the‐art, more flexible and could potentially be implemented in hardware. Mark Dokter, Jozef Hladky, Mathias Parger, Dieter Schmalstieg, Hans-Peter Seidel, Markus Steinberger |
Comput. Graph. Forum | 1 |
| 2018 | Shading atlas streamingabstractStreaming high quality rendering for virtual reality applications requires minimizing perceived latency. We introduce Shading Atlas Streaming (SAS), a novel object-space rendering framework suitable for streaming virtual reality content. SAS decouples server-side shading from client-side rendering, allowing the client to perform framerate upsampling and latency compensation autonomously for short periods of time. The shading information created by the server in object space is temporally coherent and can be efficiently compressed using standard MPEG encoding. Our results show that SAS compares favorably to previous methods for remote image-based rendering in terms of image quality and network bandwidth efficiency. SAS allows highly efficient parallel allocation in a virtualized-texture-like memory hierarchy, solving a common efficiency problem of object-space shading. With SAS, untethered virtual reality headsets can benefit from high quality rendering without paying in increased latency. Joerg H. Mueller, Philip Voglreiter, Mark Dokter, Thomas Neff, Mina Makar, Markus Steinberger, Dieter Schmalstieg |
ACM Trans. Graph. | 3 |
| 2016 | Representing and scheduling procedural generation using operator graphsabstractIn this paper, we present the concept of operator graph scheduling for high performance procedural generation on the graphics processing unit (GPU). The operator graph forms an intermediate representation that describes all possible operations and objects that can arise during a specific procedural generation. While previous methods have focused on parallelizing a specific procedural approach, the operator graph is applicable to all procedural generation methods that can be described by a graph, such as L-systems, shape grammars, or stack based generation methods. Using the operator graph, we show that all partitions of the graph correspond to possible ways of scheduling a procedural generation on the GPU, including the scheduling strategies of previous work. As the space of possible partitions is very large, we describe three search heuristics, aiding an optimizer in finding the fastest valid schedule for any given operator graph. The best partitions found by our optimizer increase performance of 8 to 30x over the previous state of the art in GPU shape grammar and L-system generation. Pedro Boechat, Mark Dokter, Michael Kenzel, Hans-Peter Seidel, Dieter Schmalstieg, Markus Steinberger |
ACM Trans. Graph. | 2 |
| 2014 | Whippletree: task-based scheduling of dynamic workloads on the GPUabstractIn this paper, we present Whippletree, a novel approach to scheduling dynamic, irregular workloads on the GPU. We introduce a new programming model which offers the simplicity and expressiveness of task-based parallelism while retaining all aspects of the multi-level execution hierarchy essential to unlocking the full potential of a modern GPU. At the same time, our programming model lends itself to efficient implementation on the SIMD-based architecture typical of a current GPU. We demonstrate the practical utility of our model by providing a reference implementation on top of current CUDA hardware. Furthermore, we show that our model compares favorably to traditional approaches in terms of both performance as well as the range of applications that can be covered. We demonstrate the benefits of our model for recursive Reyes rendering, procedural geometry generation and volume rendering with concurrent irradiance caching. Markus Steinberger, Michael Kenzel, Pedro Boechat, Bernhard Kerbl, Mark Dokter, Dieter Schmalstieg |
ACM Trans. Graph. | 5 |