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Alexis Vartanian

dblp:53/422 · DBLP profile ↗
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8ranked-venue papers
3as first author
0since 2021 · last 2015
—ORCID · none

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

Systems, architecture and hardware · 7 · 3 first-authorGraphics, computer vision, multimedia, augmented reality and games · 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 graphics and multimedia
2 papers
Visualization and visual analytics · 70% Virtual and augmented reality · 21% Rendering · 9%
Computer architecture, parallel and distributed computing, and storage systems
1 paper
GPUs and heterogeneous computing · 38% Parallel and multicore computing · 38% Memory systems · 23%
Interdisciplinary, comprehensive, and emerging computing
1 paper
Computing education · 100%

Topics — the 8 heaviest of 8, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Visualization and visual analytics › 3d visualization
CAD visualization
0.212015
TechViz XL helps KITs Formula Student car "become alive" · VR 2015
Computing education › STEM education
engineering education
0.112015
TechViz XL helps KITs Formula Student car "become alive" · VR 2015
Virtual and augmented reality
immersive visualization
0.112015
TechViz XL helps KITs Formula Student car "become alive" · VR 2015
Rendering
texture mapping
0.012000
The Best Distribution for a Parallel OpenGL 3D Engine with Texture Caches · HPCA 2000
GPUs and heterogeneous computing
graphics accelerator
0.012000
The Best Distribution for a Parallel OpenGL 3D Engine with Texture Caches · HPCA 2000
Parallel and multicore computing › parallel computing
parallel rendering
0.012000
The Best Distribution for a Parallel OpenGL 3D Engine with Texture Caches · HPCA 2000
Memory systems
cache design
0.012000
The Best Distribution for a Parallel OpenGL 3D Engine with Texture Caches · HPCA 2000
Memory systems › cache
texture cache
0.012000
The Best Distribution for a Parallel OpenGL 3D Engine with Texture Caches · HPCA 2000

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

VR system software · 0.4memory system simulation · 0.1cache simulation · 0.1
YearPublicationVenuePosition
2015 TechViz XL helps KITs Formula Student car "become alive"
abstract
TechViz has been a supporter of Formula Student at KIT for several years reflecting the companys long-term commitment to enhance engineering and education by providing students with powerful VR system software to connect curriculum to real-world applications. Incorporating immersive visualisation and interaction environment into Formula Student vehicle design is proven to deliver race day success, by helping to detect faults and optimise product life cycle. The TechViz LESC system helps to improve the car design despites the short limit of time, thanks to the direct visualisation in the VR system of the CAD mockup and the ease of usage for non-VR experts.
Benjamin Bayart, Alexis Vartanian, Polina Häfner, Jivka Ovtcharova
VR2
2005 Architecture optimization for multimedia application exploiting data and thread-level parallelism
Claude Limousin, Julien Sébot, Alexis Vartanian, Nathalie Drach-Temam
J. Syst. Archit.3
2001 Improving 3D geometry transformations on a simultaneous multithreaded SIMD processor
abstract
In this paper we evaluate the performance of an SMT processor used as the geometry processor for a 3D polygonal rendering engine. To evaluate this approach, we consider PMesa (a parallel version of Mesa) which parallelizes the geometry stage of the 3D pipeline. We show that SMT is suitable for 3D geometry and we characterize the execution of the geometry stage in term of memory hierarchy, which is the main bottleneck. The results show that latency is not fully recovered by SMT; the use of L2 data prefetching does not succeed in increasing the performance. We show that this problem comes from a pollution of the instruction window by the threads experiencing L2 cache misses, thus reducing the window available for the other threads. We thus propose dcPRED, a hardware mechanism to predict L2 misses and control this pollution. Coupled with L2 data prefetching, dcPRED achieves gains up to 21% over the baseline SMT.
Claude Limousin, Julien Sébot, Alexis Vartanian, Nathalie Drach-Temam
ICS3
2000 The Best Distribution for a Parallel OpenGL 3D Engine with Texture Caches
abstract
The quality of a real-time high-end virtual reality system depends on its ability to draw millions of textured triangles in 1/60 s. The idea of using commodity PC 3D accelerators to build a parallel machine instead of custom ASICs seems more and more attractive as such chips are getting faster. If image parallelism is used, designers have the choice between two distributions: line interleaving and square block interleaving. Having a fixed block shape and size makes chip design easier. A PC 3D accelerator has a cost-effective external bus and an on-chip texture cache. The performance of such a cache depends on spatial locality. If the image is rendered on multiple engines, this locality is reduced. Locality and load balancing depend on the distribution scheme of the machine. This paper investigates the impact of the distribution scheme on the performance of such a machine. We use detailed cache and memory system simulations with virtual reality benchmarks running on different configurations. We show that: (i) both distributions have the same maximum performance with less than 16 processors, but the square block has a better speedup with 64 processors; (ii) the best SLI (scan-line interleaving) block size depends on the number of processors of the machine and is not suitable for a scalable chip with a fixed block size; and (iii) using a large triangle buffer in the texture mapping engine has a very important impact on the performance.
Alexis Vartanian, Jean-Luc Béchennec, Nathalie Drach-Temam
HPCA1
1999 A Parallel Algorithm for 3D Geometry Transformations in OpenGL
Julien Sébot, Alexis Vartanian, Jean-Luc Béchennec, Nathalie Drach-Temam
Euro-Par2
1999 PopSPY: A PowerPC Instrumentation Tool for Multiprocessor Simulation
Claude Limousin, Alexis Vartanian, Jean-Luc Béchennec
Euro-Par2
1999 Two Schemes to Improve the Performance of a Sort-Last 3D Parallel Rendering Machine with Texture Caches
Alexis Vartanian, Jean-Luc Béchennec, Nathalie Drach-Temam
Euro-Par1
1998 Evaluation of High Performance Multicache Parallel Texture Mapping
abstract
As technology enables to integrate real-time good quality 30 rendering in a single chip, the classicalproblem of the gap between internal data bandwidth and external memories arisea.The texture mapping function requires a twmendous number of texture accesses and many past implementations have been based on costly high bandwidth external memory.OUT impact study of texture cache used with today's commercial representative 30 software shows that it is possible to render 100 million pixels per second while using an internal cache smaller than 32 KB and a PC memory bus for textures.Texture blocking and number of requests on the cache contribute mainly to those Tesults.Building a high performance parallel subsystem based on such a chip may become an interesting opportunityfor 1eadingpeTformance3D graphic manufacturers though many problems have been observed with caches in parallel machines.As far as texture accesses are concerned, we show that image parallelism generates poor performance with caches.But triangle parallelism scales with multiple rendering processors, each having its own texture cache and the speedup is nearly linear.'A texrl is a pixel in the texture map
Alexis Vartanian, Jean-Luc Béchennec, Nathalie Drach-Temam
International Conference on Supercomputing1