William R. Mark

Toward A Multicore Architecture for Real-time Ray-tracing (2009)

Venkatraman Govindaraju, Peter Djeu, Karthikeyan Sankaralingam, Mary Vernon, William R. Mark

Significant improvement to visual quality for real-time 3D graphics requires modeling of complex illumination effects like soft-shadows, reflections, and diffuse lighting interactions. The...

Abstract Ray Tracing on Programmable Graphics Hardware (2009)

Timothy J. Purcell, Ian Buck, William R. Mark, Pat Hanrahan

Recently a breakthrough has occurred in graphics hardware: fixed function pipelines have been replaced with programmable vertex and fragment processors. In the near future, the graphics pipeline is...

Abstract Ray Tracing on Programmable Graphics Hardware (2008)

Timothy J. Purcell, Ian Buck, William R. Mark, Pat Hanrahan

Recently a breakthrough has occurred in graphics hardware: fixed function pipelines have been replaced with programmable vertex and fragment processors. In the near future, the graphics pipeline is...

Eurographics Symposium on Rendering (2007) Jan Kautz and Sumanta Pattanaik (Editors) A Real-time Beam Tracer with Application to Exact Soft Shadows (2008)

Ryan Overbeck, Ravi Ramamoorthi, William R. Mark

Efficiently calculating accurate soft shadows cast by area light sources remains a difficult problem. Ray tracing based approaches are subject to noise or banding, and most other accurate methods...

Abstract Ray Tracing on Programmable Graphics Hardware (2008)

Timothy J. Purcell, Ian Buck, William R. Mark, Pat Hanrahan

Recently a breakthrough has occurred in graphics hardware: fixed function pipelines have been replaced with programmable vertex and fragment processors. In the near future, the graphics pipeline is...

Abstract Dynamic Ray Scheduling to Improve Ray Coherence and Bandwidth Utilization (2008)

Paul Arthur Navrátil, William R. Mark

The performance of full-featured ray tracers has historically been limited by the hardware’s floating point computational power. However, next generation multi-threaded multi-core architectures...

Eurographics Symposium on Rendering (2007) Jan Kautz and Sumanta Pattanaik (Editors) A Real-time Beam Tracer with Application to Exact Soft Shadows (2008)

Ryan Overbeck, Ravi Ramamoorthi, William R. Mark

Efficiently calculating accurate soft shadows cast by area light sources remains a difficult problem. Ray tracing based approaches are subject to noise or banding, and most other accurate methods...

Appears in the  ¢¡¢£¥¤ Annual International Symposium on Microarchitecture Universal Mechanisms for Data-Parallel Architectures (2007)

Karthikeyan Sankaralingam, Stephen W. Keckler, William R. Mark, Doug Burger

Data-parallel programs are both growing in importance and increasing in diversity, resulting in specialized processors targeted at specific classes of these programs. This paper presents a...

Abstract Razor: An Architecture for Dynamic Multiresolution Ray Tracing (2007)

Peter Djeu, Warren Hunt, Rui Wang, Ikrima Elhassan, Gordon Stoll, William R. Mark

Rendering systems organized around the ray tracing visibility algorithm provide a powerful and general tool for generating realistic images. These systems are being rapidly adopted for offline...

Acknowledgments (2007)

Karthikeyan Sankaralingam, Stephen W. Keckler, Saman Amarasinghe, James C. Browne, Douglas C. Burger, H. Peter Hofstee, ...

“At times our own light goes out and is rekindled by a spark from another person. Each of us has cause to think with deep gratitude of those who have lighted the flame within us.” –Albert...

Abstract Razor: An Architecture for Dynamic Multiresolution Ray Tracing (2007)

Peter Djeu, Warren Hunt, Rui Wang, Ikrima Elhassan, Gordon Stoll, William R. Mark

Rendering systems organized around the ray tracing visibility algorithm provide a powerful and general tool for generating realistic images. These systems are being rapidly adopted for offline...

State of the Art in Ray Tracing Animated Scenes (2007)

Wald, Ingo, Mark, William R., Günther, Johannes, Boulos, Solomon, Ize, Thiago, Hunt, Warren, ...

Ray tracing has long been a method of choice for off-line rendering, but traditionally was too slow for interactive use. With faster hardware and algorithmic improvements this has recently changed,...

Razor: An Architecture for Dynamic Multiresolution Ray Tracing (2006)

Gordon Stoll, William R. Mark, Peter Djeu, Rui Wang, Ikrima Elhassan

Rendering systems organized around the ray tracing visibility algorithm provide a powerful and general tool for generating realistic images. These systems are being rapidly adopted for offline...

The irregular Z-buffer: Hardware acceleration for irregular data structures (2005)

Gregory S. Johnson, Juhyun Lee, Christopher A. Burns, William R. Mark

The classical Z-buffer visibility algorithm samples a scene at regularly spaced points on an image plane. Previously, we introduced an extension of this algorithm called the irregular Z-buffer that...

Universal Mechanisms for Data-Parallel Architectures (2003)

Karthikeyan Sankaralingam, Stephen W. Keckler, William R. Mark, Doug Burger

Data-parallel programs are both growing in importance and increasing in diversity, resulting in specialized processors targeted at specific classes of these programs. This paper presents a...

P.: Ray Tracing on Programmable Graphics Hardware (2002)

Timothy J. Purcell, Ian Buck, William R. Mark, Pat Hanrahan

Recently a breakthrough has occurred in graphics hardware: fixed function pipelines have been replaced with programmable vertex and fragment processors. In the near future, the graphics pipeline is...

A Real-Time Procedural Shading System for Programmable Graphics Hardware (2001)

Kekoa Proudfoot, William R. Mark

Real-time graphics hardware is becoming programmable, but this programmable hardware is complex and difficult to use given current APIs. Higher-level abstractions would both increase programmer...

A Real-Time Procedural Shading System for Programmable Graphics Hardware (2001)

Kekoa Proudfoot, William R. Mark

Real-time graphics hardware is becoming programmable, but this programmable hardware is complex and difficult to use given current APIs. Higher-level abstractions would both increase programmer...

Post-Rendering 3D Image Warping: Visibility, Reconstruction, and Performance for Depth-Image Warping (1999)

William R. Mark, William R. Mark, William R. Mark

William R. Mark POST-RENDERING 3D IMAGE WARPING: VISIBILITY, RECONSTRUCTION, AND PERFORMANCEFOR DEPTH-IMAGE WARPING (Under the direction of Dr. Gary Bishop) The images generated by real-time 3D...

A Real-Time Procedural Shading System (1998)

Proudfoot, Kekoa, Mark, William R., Tzvetkov, Svetoslav, Hanrahan, Pat

Real-time graphics hardware is becoming programmable, but this programmable hardware is complex and difficult to use given current APIs. Higher level abstractions would both increase programmer...

Image warping for remote display of rendered images. Unpublished paper (1998)

Thomas C. Hudson, William R. Mark

We address the problem of rendering a scene in one location and displaying it in another, remote, location, where the remote user controls the viewpoint. Network latency makes it impossible to accept...

Efficient Reconstruction Techniques for Post-Rendering 3D Image Warping (1998)

William R. Mark, Gary Bishop

Image-based rendering replaces the difficult physical simulation problem of conventional computer graphics with a difficult reconstruction problem. In this paper, we introduce efficient methods for...

Efficient Reconstruction Techniques for Post-Rendering 3D Image Warping (1998)

William R. Mark, Gary Bishop

Image-based rendering replaces the difficult physical simulation problem of conventional computer graphics with a difficult reconstruction problem. In this paper, we introduce efficient methods for...

Efficient reconstruction techniques for post-rendering 3d image warping (1998)

William R. Mark, Gary Bishop

Image-based rendering replaces the difficult physical simulation problem of conventional computer graphics with a difficult reconstruction problem. In this paper, we introduce efficient methods for...

Post-rendering 3D warping (1997)

William R. Mark, Leonard Mcmillan, Gary Bishop

A pair of rendered images and their Z-buffers contain almost all of the information necessary to re-render from nearby viewpoints. For the small changes in viewpoint that occur in a fraction of a...

Post-Rendering 3D Warping (1997)

William R. Mark, Leonard McMillan, Gary Bishop

A pair of rendered images and their Z-buffers contain almost all of the information necessary to re-render from nearby viewpoints. For the small changes in viewpoint that occur in a fraction of a...

Memory Access Patterns of Occlusion-Compatible 3D Image Warping (1997)

William R. Mark, Gary Bishop

McMillan and Bishop's 3D image warp can be efficiently implemented by exploiting the coherency of its memory accesses. We analyze this coherency, and present algorithms that take advantage of...

Adding Force Feedback to Graphics Systems: Issues and Solutions (1996)

William Mark Scott, William R. Mark, Scott C. Randolph, Mark Finch, James M. Van, Verth Russell, ...

Integrating force feedback with a complete real-time virtual environment system presents problems which are more difficult than those encountered in building simpler forcefeedback systems. In...

Adding Force Feedback to Graphics Systems: Issues and Solutions (1996)

William R. Mark, Scott C. Randolph, Mark Finch

Integrating force feedback with a complete real-time virtual environment system presents problems which are more difficult than those encountered in building simpler force-feedback systems. In...

Post-Rendering Image Warping for Latency Compensation (1996)

William R. Mark, Gary Bishop, Leonard McMillan

Systems that provide remote viewing of three-dimensional data with interactive viewpoint control must confront two key problems: latency and bandwidth. The straightforward approach of transmitting...

Adding force feedback to graphics systems: Issues and solutions (1996)

William R. Mark, Scott C. Randolph, Mark Finch, James M. Van, Verth Russell, M. Taylor

Integrating force feedback with a complete real-time virtual environment system presents problems which are more difficult than those encountered in building simpler force-feedback systems. In...