the 43rd international conference and exhibition on
24-28 July
Anaheim, California
This paper presents a real-time, power-optimal rendering framework that finds the optimal rendering settings to minimize power consumption while maximizing visual quality. The method includes a novel power-error, multi-objective cost space, and formally formulates power saving as an optimization problem.
Rui Wang
Zhejiang University
Bowen Yu
Zhejiang University
Julio Marco
Universidad de Zaragoza
Tianlei Hu
Zhejiang University
Diego Gutierrez
Universidad de Zaragoza
Hujun Bao
Zhejiang University
This shading language and compiler framework facilitate rapid exploration of shader-optimization choices. The abstraction extends the scope of shader execution beyond traditional GPU graphics pipelines and enables a diverse set of shader optimizations to be described by a single mechanism.
Yong He
Carnegie Mellon University
Tim Foley
NVIDIA Corporation
Kayvon Fatahalian
Carnegie Mellon University
This goal of this novel method for real-time rendering of subdivision surfaces is to make subdivision faces as easy to render as triangles, points, or lines. The approach uses the GPU tessellation hardware and processes each face of a base mesh independently and in a streaming fashion.
Wade Brainerd
Activision Blizzard, Inc.
Tim Foley
NVIDIA Corporation
Manuel Kraemer
NVIDIA Corporation
Henry Moreton
NVIDIA Corporation
Matthias Nießner
Stanford University
Ebb is a performance-portable domain-specific language (DSL) for writing physical simulations. Ebb shows how high-performance DSLs can support more complex data models.
Gilbert Bernstein
Stanford University
Chinmayee Shah
Stanford University
Crystal Lemire
Stanford University
Zachery DeVito
Stanford University
Matthew Fisher
Stanford University
Philip Levis
Stanford University
Pat Hanrahan
Stanford University
Simit is a new high-performance language for writing simulations. Simit programs are typically shorter than Matlab programs, but they are competitive with hand-optimized code, and they also run on GPUs.
Fredrik Kjolstad
Massachusetts Institute of Technology
Shoaib Kamil
Adobe Systems Incorporated
Jonathan Ragan-Kelley
Stanford University
David I.W. Levin
Disney Research
Shinjiro Sueda
California Polytechnic State University
Desai Chen
Massachusetts Institute of Technology
Etienne Vouga
University of Texas at Austin
Danny M. Kaufman
Adobe Systems Incorporated
Gurtej Kanwar
Massachusetts Institute of Technology
Wojciech Matusik
Massachusetts Institute of Technology
Saman Amarasinghe
Massachusetts Institute of Technology
This paper solves damped least-squares inverse kinematics using a parallel line search by sampling three critical input parameters. The algorithm can handle complex articulated bodies - up to 600 degrees of freedom - at interactive frame rates. Implementations are 10 to 150 times faster compared to a state-of-the-art serial implementation.
Pawan Harish
École polytechnique fédérale de Lausanne
Mentar Mahmudi
École polytechnique fédérale de Lausanne
Benoît Le Callennec
Moka Studio
Ronan Boulic
École polytechnique fédérale de Lausanne