Demo Data from SIGIR 2026 / reviewers in the wild / expert
David K. McAllister
dblp:49/1931
· DBLP profile ↗
3ranked-venue papers
0as first author
0since 2021 · last 2010
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 2Systems, architecture and hardware · 1Human-computer interaction and ubiquitous computing · 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 architecture, parallel and distributed computing, and storage systems
2 papers |
GPUs and heterogeneous computing · 78% High-performance computing · 17% Parallel and multicore computing · 5% | |
| Computer graphics and multimedia
2 papers |
Rendering · 100% |
Topics — the 6 heaviest of 7, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Rendering
ray tracing |
0.1 | 1 | 2010 | OptiX: a general purpose ray tracing engine · ACM Trans. Graph. 2010 |
GPUs and heterogeneous computing › GPU rendering
GPU ray tracing |
0.1 | 1 | 2010 | OptiX: a general purpose ray tracing engine · ACM Trans. Graph. 2010 |
GPUs and heterogeneous computing › graphics hardware
graphics hardware acceleration |
0.0 | 1 | 2001 | Fast matrix multiplies using graphics hardware · SC 2001 |
High-performance computing › numerical linear algebra
matrix multiplication |
0.0 | 1 | 2001 | Fast matrix multiplies using graphics hardware · SC 2001 |
Parallel and multicore computing › parallel algorithms
parallel matrix algorithms |
0.0 | 1 | 2001 | Fast matrix multiplies using graphics hardware · SC 2001 |
Rendering
texture mapping |
0.0 | 1 | 2000 | Relief texture mapping · SIGGRAPH 2000 |
Methods — techniques the papers use, named apart from their topics
just-in-time compilation · 0.2domain-specific compiler · 0.2parallel processing algorithm · 0.0graphics hardware visualization · 0.0displacement mapping · 0.01-d forward transform · 0.0
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2010 | OptiX: a general purpose ray tracing engineabstractThe NVIDIA® OptiX™ ray tracing engine is a programmable system designed for NVIDIA GPUs and other highly parallel architectures. The OptiX engine builds on the key observation that most ray tracing algorithms can be implemented using a small set of programmable operations. Consequently, the core of OptiX is a domain-specific just-in-time compiler that generates custom ray tracing kernels by combining user-supplied programs for ray generation, material shading, object intersection, and scene traversal. This enables the implementation of a highly diverse set of ray tracing-based algorithms and applications, including interactive rendering, offline rendering, collision detection systems, artificial intelligence queries, and scientific simulations such as sound propagation. OptiX achieves high performance through a compact object model and application of several ray tracing-specific compiler optimizations. For ease of use it exposes a single-ray programming model with full support for recursion and a dynamic dispatch mechanism similar to virtual function calls. Steven G. Parker, James Bigler, Andreas Dietrich 0001, Heiko Friedrich, Jared Hoberock, David P. Luebke, David K. McAllister, Morgan McGuire, R. Keith Morley, Austin Robison, Martin Stich |
ACM Trans. Graph. | 7 |
| 2001 | Fast matrix multiplies using graphics hardwareabstractWe present a technique for large matrix-matrix multiplies using low cost graphics hardware. The result is computed by literally visualizing the computations of a simple parallel processing algorithm. Current graphics hardware technology has limited precision and thus limits immediate applicability of our algorithm. We include results demonstrating proof of concept, correctness, speedup, and a simple application. This is therefore forward looking research: a technique ready for technology on the horizon. E. Scott Larsen, David K. McAllister |
SC | 2 |
| 2000 | Relief texture mappingabstractWe present an extension to texture mapping that supports the representation of 3-D surface details and view motion parallax. The results are correct for viewpoints that are static or moving, far away or nearby. Our approach is very simple: a relief texture (texture extended with an orthogonal displacement per texel) is mapped onto a polygon using a two-step process: First, it is converted into an ordinary texture using a surprisingly simple 1-D forward transform. The resulting texture is then mapped onto the polygon using standard texture mapping. The 1-D warping functions work in texture coordinates to handle the parallax and visibility changes that result from the 3-D shape of the displacement surface. The subsequent texture-mapping operation handles the transformation from texture to screen coordinates. Manuel Menezes de Oliveira Neto, Gary Bishop, David K. McAllister |
SIGGRAPH | 3 |