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V. Alan Norton

dblp:51/2112 · DBLP profile ↗
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14ranked-venue papers
7as first author
0since 2021 · last 1992
—ORCID · none

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

Systems, architecture and hardware · 9 · 3 first-authorGraphics, computer vision, multimedia, augmented reality and games · 4 · 4 first-authorHuman-computer interaction and ubiquitous computing · 3 · 2 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
4 papers
Parallel and multicore computing · 55% High-performance computing · 19% Interconnection networks and networks-on-chip · 16%
Theoretical computer science
1 paper
Algorithms and data structures · 100%
Human-computer interaction and pervasive computing
1 paper
Collaborative and social computing · 100%
Computer graphics and multimedia
2 papers
Rendering · 64% Geometric modeling and processing · 28% Image and video processing · 8%

Topics — the 17 heaviest of 20, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Parallel and multicore computing
parallel algorithms
0.021990
Parallel Quicksort Using Fetch-and-Add · IEEE Trans. Computers 1990
Parallelization and Performance Analysis of the Cooley-Tukey FFT Algorithm for Shared-Memory Architectures · IEEE Trans. Computers 1987
Collaborative and social computing
multi-user virtual environments
0.011992
Interactive simulation in a multi-person virtual world · CHI 1992
Parallel and multicore computing › parallel algorithms › sorting
parallel sorting
0.011990
Parallel Quicksort Using Fetch-and-Add · IEEE Trans. Computers 1990
Algorithms and data structures › sequence algorithms › sorting
quicksort
0.011990
Parallel Quicksort Using Fetch-and-Add · IEEE Trans. Computers 1990
Algorithms and data structures › sequence algorithms
sorting
0.011990
Parallel Quicksort Using Fetch-and-Add · IEEE Trans. Computers 1990
High-performance computing
fast fourier transform
0.011987
Parallelization and Performance Analysis of the Cooley-Tukey FFT Algorithm for Shared-Memory Architectures · IEEE Trans. Computers 1987
Interconnection networks and networks-on-chip › network contention
hot-spot contention
0.011985
"Hot Spot" Contention and Combining in Multistage Interconnection Networks · IEEE Trans. Computers 1985
High-performance computing
message aggregation
0.011985
"Hot Spot" Contention and Combining in Multistage Interconnection Networks · IEEE Trans. Computers 1985
Interconnection networks and networks-on-chip › switching network
multistage interconnection network
0.011985
"Hot Spot" Contention and Combining in Multistage Interconnection Networks · IEEE Trans. Computers 1985
Parallel and multicore computing › multiprocessor system
shared-memory multiprocessor
0.021990
Parallel Quicksort Using Fetch-and-Add · IEEE Trans. Computers 1990
"Hot Spot" Contention and Combining in Multistage Interconnection Networks · IEEE Trans. Computers 1985
Collaborative and social computing
collaborative virtual environments
0.011992
Interactive simulation in a multi-person virtual world · CHI 1992
Distributed systems › distributed system architecture
client-server systems
0.011992
Interactive simulation in a multi-person virtual world · CHI 1992
Rendering
antialiasing
0.011982
Clamping: A method of antialiasing textured surfaces by bandwidth limiting in object space · SIGGRAPH 1982
Rendering › texture mapping
texture filtering
0.011982
Clamping: A method of antialiasing textured surfaces by bandwidth limiting in object space · SIGGRAPH 1982
Parallel and multicore computing
parallel programming models
0.011990
Parallel Quicksort Using Fetch-and-Add · IEEE Trans. Computers 1990
Performance modeling and evaluation
performance prediction
0.011987
Parallelization and Performance Analysis of the Cooley-Tukey FFT Algorithm for Shared-Memory Architectures · IEEE Trans. Computers 1987
Rendering › rasterization
z-buffer rendering
0.011982
Generation and display of geometric fractals in 3-D · SIGGRAPH 1982

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

flexible-object simulation · 0.0dialogue management · 0.0fetch-and-add · 0.0PRAM · 0.0simulation · 0.0performance modeling · 0.0signal interpolation · 0.0boundary tracking · 0.0bandwidth limiting · 0.0array processor · 0.0
YearPublicationVenuePosition
1992 Interactive simulation in a multi-person virtual world
abstract
A multi-user Virtual World has been implemented combining a flexible-object simulator with a multisensory user interface, including hand motion and gestures, speech input and output, sound output, and 3-D stereoscopic graphics with head-motion parallax. The implementation is based on a distributed client/server architecture with a centralized Dialogue Manager. The simulator is inserted into the Virtual World as a server. A discipline for writing interaction dialogues provides a clear conceptual hierarchy and the encapsulation of state. This hierarchy facilitates the creation of alternative interaction scenarios and shared multiuser environment.
Christopher F. Codella, Reza Jalili, Lawrence Koved, J. Bryan Lewis, Daniel T. Ling, James S. Lipscomb, David A. Rabenhorst, Chu P. Wang, V. Alan Norton, Paula Sweeney, Greg Turk
CHI9
1991 Animation of fracture by physical modeling
V. Alan Norton, Greg Turk, Robert Bacon, John Gerth, Paula Sweeney
Vis. Comput.1
1990 Parallel Quicksort Using Fetch-and-Add
abstract
A parallelization of the Quicksort algorithm that is suitable for execution on a shared memory multiprocessor with an efficient implementation of the fetch-and-add operation is presented. The partitioning phase of Quicksort, which has been considered a serial bottleneck, is cooperatively executed in parallel by many processors through the use of fetch-and-add. The parallel algorithm maintains the in-place nature of Quicksort, thereby allowing internal sorting of large arrays. A class of fetch-and-add-based algorithms for dynamically scheduling processors to subproblems is presented. Adaptive scheduling algorithms in this class have low overhead and achieve effective processor load balancing. The basic algorithm is shown to execute in an average of O(log(N)) time on an N-processor PRAM (parallel random-access machine) assuming a constant-time fetch-and-add. Estimated speedups, based on simulations, are also presented for cases when the number of items to be sorted is much greater than the number of processors.>
Philip Heidelberger, V. Alan Norton, John T. Robinson
IEEE Trans. Computers2
1989 Julia sets in the quaternions
V. Alan Norton
Comput. Graph.1
1988 A single-program-multiple-data computational model for EPEX/FORTRAN
Frederica Darema, David A. George, V. Alan Norton, Gregory F. Pfister
Parallel Comput.3
1987 A Speedup Analyzer for Parallel Programs
Anthony Bolmarcich, Kimming So, Frederica Darema, V. Alan Norton
ICPP4
1987 A Class of Boolean Linear Transformations for Conflict-Free Power-of-Two Stride Access
V. Alan Norton, Evelyn Melton
ICPP1
1987 Parallelization and Performance Analysis of the Cooley-Tukey FFT Algorithm for Shared-Memory Architectures
abstract
We present here a study of parallelization of the Cooley-Tukey radix two FFT algorithm for MIMD (nonvector) architectures. Parallel algorithms are presented for one and multidimensional Fourier transforms. From instruction traces obtained by executing Fortran kernels derived from our algorithms, we determined the precise instructions to be executed by each processor in the parallel system. We used these instruction races to predict the performance of the IBM Research Parallel Processing Prototype, RP3, as a computer of FFT's. Our performance results are depicted in graphs included in this paper.
V. Alan Norton, Allan J. Silberger
IEEE Trans. Computers1
1985 A Methodology for Predicting Multiprocessor Performance
V. Alan Norton, Gregory F. Pfister
ICPP1
1985 The IBM Research Parallel Processor Prototype (RP3): Introduction and Architecture
Gregory F. Pfister, William C. Brantley, David A. George, Steve L. Harvey, Wally J. Kleinfelder, Kevin P. McAuliffe, Evelin S. Melton, V. Alan Norton, Jodi Weiss
ICPP8
1985 "Hot Spot" Contention and Combining in Multistage Interconnection Networks
Gregory F. Pfister, V. Alan Norton
ICPP2
1985 "Hot Spot" Contention and Combining in Multistage Interconnection Networks
abstract
The combining of messages within a multistage switching network has been proposed to reduce memory contention in highly parallel shared-memory multiprocessors, especially for shared lock and synchronization data. A quantitative investigation of the performance impact of such contention and the effectiveness of combining in reducing this impact is reported. The effect of a nonuniform traffic pattern consisting of a single hot spot of higher access rate superimposed on a background of uniform traffic was investigated. The potential degradation due to even moderate hot spot traffic was found to be very significant, severely degrading all memory access, not just access to shared lock locations, due to an effect the authors call tree saturation. The technique of message combining was found to be an effective means of eliminating this problem if it arises due to lock or synchronization contention.
Gregory F. Pfister, V. Alan Norton
IEEE Trans. Computers2
1982 Generation and display of geometric fractals in 3-D
abstract
We present some straightforward algorithms for the generation and display in 3-D of fractal shapes. These techniques are very general and particularly adapted to shapes which are much more costly to generate than to display, such as those fractal surfaces defined by iteration of algebraic transformations. In order to deal with the large space and time requirements of calculating these shapes, we introduce a boundary-tracking algorithm particularly adapted for array-processor implementation. The resulting surfaces are then shaded and displayed using z-buffer type algorithms. A new class of displayable geometric objects, with great diversity of form and texture, is introduced by these techniques.
V. Alan Norton
SIGGRAPH1
1982 Clamping: A method of antialiasing textured surfaces by bandwidth limiting in object space
abstract
An object space method is given for interpolating between sampled and locally averaged signals, resulting in an antialiasing filter which provides a continuous transition from a sampled signal to its selectively dampened local averages. This method is applied to the three standard Euclidean dimensions and time, resulting in spatial and frame to frame coherence. The theory allows filtering of a variety of functions, including continuous and discrete representations of planar texture.
V. Alan Norton, Alyn P. Rockwood, Philip T. Skolmoski
SIGGRAPH1