~/imallett (Ian Mallett)

Research Interests

My research interests include real-time rendering/graphics algorithms, including applications of general-purpose compute to rendering, the mathematics of light transport, and theory and algorithms associated with various graphics problems.

Selected Publications

This is a mostly complete list. Several more projects are in-production, and some ancient non-CS projects have been omitted to keep this page relevant. Sorted roughly from recent (top) to older (bottom).

I added links to my co-authors' websites , ORCIDs , and ACM IDs , when they have them, though only if I can determine them unambiguously. I have unfortunately not been able to do this in all cases, but I'd be more than happy to make updates.

Spectral Primary Decomposition for Rendering with sRGB Reflectance

(preprint, slides, supplemental materials)
Ian Mallett ,  
Cem Yuksel

EGSR '19 Proceedings of the 30th Eurographics Symposium on Rendering, 2019

Patch Textures: Hardware Implementation of Mesh Colors

(preprint, slides)
Ian Mallett ,  
Larry Seiler ,  
Cem Yuksel

HPG '19 Proceedings of High Performance Graphics, 2019  (bibtex)
@inproceedings{Mallett2019a,
	title        = {Patch Textures: Hardware Implementation of Mesh Colors},
	author       = {Mallett, Ian and Seiler, Larry and Yuksel, Cem},
	booktitle    = {Proceedings of the Conference on High-Performance Graphics},
	pages        = {6},
	year         = {2019},
	organization = {ACM}
}

Project Homepage
Note: The original slides had some 3D models embedded; they have been replaced by images for licensing reasons.

Aesthetically-Oriented Atmospheric Scattering

(preprint, slides)
Yang Shen ,  
Ian Mallett ,  
Konstantin Shkurko

Expressive '19 Proceedings of the 8th ACM/EG Expressive Symposium, 2019  (bibtex)
@inproceedings{Shen2019,
	booktitle = {ACM/EG Expressive Symposium},
	editor    = {Kaplan, Craig S. and Forbes, Angus and DiVerdi, Stephen},
	title     = {Aesthetically-Oriented Atmospheric Scattering},
	author    = {Shen, Yang and Mallett, Ian and Shkurko, Konstantin},
	year      = {2019},
	pages     = {79--86},
	publisher = {The Eurographics Association},
	ISBN      = {978-3-03868-078-9},
	DOI       = {10.2312/exp.20191079}
}

Dual-Split Trees

(preprint, supplemental)
Daqi Lin ,  
Konstantin Shkurko ,  
Ian Mallett ,  
Cem Yuksel

I3D '19 Proceedings of the 23rd ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games, 2019  (bibtex)
@proceedings{Lin2019,
	author  = {Lin, Daqi and Shkurko, Konstantin and Mallett, Ian and Yuksel, Cem},
	title   = {Dual-Split Trees},
	journal = {Symposium on Interactive 3D Graphics and Games (I3D 2019)},
	month   = {May},
	year    = {2019},
	note    = {to appear},
}

Project Homepage
Best Conference Paper Award

Deferred Adaptive Compute Shading

(preprint, slides, slides+notes, video, shader pseudocode)
Ian Mallett ,  
Cem Yuksel

HPG '18 Proceedings of High Performance Graphics, 2018  (bibtex)
@inproceedings{Mallett2018,
	title        = {Deferred adaptive compute shading},
	author       = {Mallett, Ian and Yuksel, Cem},
	booktitle    = {Proceedings of the Conference on High-Performance Graphics},
	pages        = {3},
	year         = {2018},
	organization = {ACM}
}

Project Homepage
Note: preprint updated 2018-08-09.

A Detailed Study of Ray Tracing Performance: Render Time and Energy Cost

(preprint, supplemental)
Elena Vasiou ,  
Konstantin Shkurko ,  
Ian Mallett ,  
Erik Brunvand ,  
Cem Yuksel

CGI '18 Proceedings of the 35th Computer Graphics International, 2018  (bibtex)
@article{Vasiou2018,
	author   = {Vasiou, Elena and Shkurko, Konstantin and Mallett, Ian and Brunvand, Erik and
	            Yuksel, Cem},
	title    = {A detailed study of ray tracing performance: render time and energy cost},
	journal  = {The Visual Computer},
	year     = {2018},
	month    = {Jun},
	day      = {01},
	volume   = {34},
	number   = {6},
	pages    = {875--885},
	abstract = {Optimizations for ray tracing have typically focused on decreasing the time taken to
	            render each frame. However, in modern computer systems it may actually be more
	            important to minimize the energy used, or some combination of energy and render
	            time. Understanding the time and energy costs per ray can enable the user to make
	            conscious trade-offs between image quality and time/energy budget in a complete
	            system. To facilitate this, in this paper we present a detailed study of per-ray
	            time and energy costs for ray tracing. Specifically, we use path tracing, broken
	            down into distinct kernels, to carry out an extensive study of the fine-grained
	            contributions in time and energy for each ray over multiple bounces. As expected, we
	            have observed that both the time and energy costs are highly correlated with data
	            movement. Especially in large scenes that do not mostly fit in on-chip caches,
	            accesses to DRAM not only account for the majority of the energy use, but also the
	            corresponding stalls dominate the render time.},
	issn     = {1432-2315},
	doi      = {10.1007/s00371-018-1532-8},
	url      = {https://doi.org/10.1007/s00371-018-1532-8}
}

SimTRaX: Simulation Infrastructure for Exploring Thousands of Cores

(preprint)
Konstantin Shkurko ,  
Tim Grant ,  
Erik Brunvand ,  
Daniel Kopta ,  
Josef Spjut ,  
Elena Vasiou ,  
Ian Mallett ,  
Cem Yuksel

GLSVLSI '18 Great Lakes Symposium on VLSI, 2018  (bibtex)
@inproceedings{Shkurko:2018:SSI:3194554.3194650,
	author    = {Shkurko, Konstantin and Grant, Tim and Brunvand, Erik and Kopta, Daniel and Spjut,
	             Josef and Vasiou, Elena and Mallett, Ian and Yuksel, Cem},
	title     = {SimTRaX: Simulation Infrastructure for Exploring Thousands of Cores},
	booktitle = {Proceedings of the 2018 on Great Lakes Symposium on VLSI},
	series    = {GLSVLSI '18},
	year      = {2018},
	isbn      = {978-1-4503-5724-1},
	location  = {Chicago, IL, USA},
	pages     = {503--506},
	numpages  = {4},
	url       = {http://doi.acm.org/10.1145/3194554.3194650},
	doi       = {10.1145/3194554.3194650},
	acmid     = {3194650},
	publisher = {ACM},
	address   = {New York, NY, USA},
	keywords  = {LLVM, architecture simulation, single program multiple data},
}

SimTRaX: Simulation Infrastructure for Exploring Thousands of Cores

(tech report)
Konstantin Shkurko ,  
Tim Grant ,  
Erik Brunvand ,  
Daniel Kopta ,  
Josef Spjut ,  
Elena Vasiou ,  
Ian Mallett ,  
Cem Yuksel

Technical Report, School of Computing, University of Utah, UUCS-18-001, 2018  (bibtex)
@techreport{Shkurko2018,
	author      = {Konstantin Shkurko and Tim Grant and Erik Brunvand and Daniel Kopta and Josef
	               Spjut and Elena Vasiou and Ian Mallett and Cem Yuksel},
	title       = {{SimTRaX}: Simulation Infrastructure for Exploring Thousands of Cores},
	institution = {School of Computing, University of Utah},
	year        = {2018},
	number      = {UUCS-18-001},
}

Time Interval Ray Tracing for Motion Blur

(preprint, preprint (low quality), supplemental, supplemental (low quality), video)
Konstantin Shkurko ,  
Cem Yuksel ,  
Daniel Kopta ,  
Ian Mallett ,  
Erik Brunvand

TVCG '17 IEEE Transactions on Visualization and Computer Graphics, 2017  (bibtex)
@article{Shkurko:2017:TIRT,
	author   = {K. Shkurko and C. Yuksel and D. Kopta and I. Mallett and E. Brunvand},
	journal  = {IEEE Transactions on Visualization and Computer Graphics},
	title    = {Time Interval Ray Tracing for Motion Blur},
	year     = {2017},
	volume   = {PP},
	number   = {99},
	pages    = {1-1},
	keywords = {Acceleration;Cameras;Dynamics;Geometry;Image reconstruction;Ray tracing;Strain;
	            motion blur;ray tracing;sampling},
	doi      = {10.1109/TVCG.2017.2775241},
	ISSN     = {1077-2626},
	month    = {},
}

Dual Streaming for Hardware-Accelerated Ray Tracing

(preprint, ACM DOI)
Konstantin Shkurko ,  
Tim Grant ,  
Daniel Kopta ,  
Ian Mallett ,  
Cem Yuksel ,  
Erik Brunvand

HPG '17 Proceedings of High Performance Graphics, 2017  (bibtex)
@inproceedings{Shkurko:2017:DSH:3105762.3105771,
	author = {Shkurko, Konstantin and Grant, Tim and Kopta, Daniel and Mallett, Ian and Yuksel, Cem
	          and Brunvand, Erik},
	title = {Dual Streaming for Hardware-accelerated Ray Tracing},
	booktitle = {Proceedings of High Performance Graphics},
	series = {HPG '17},
	year = {2017},
	isbn = {978-1-4503-5101-0},
	location = {Los Angeles, California},
	pages = {12:1--12:11},
	articleno = {12},
	numpages = {11},
	url = {http://doi.acm.org/10.1145/3105762.3105771},
	doi = {10.1145/3105762.3105771},
	acmid = {3105771},
	publisher = {ACM},
	address = {New York, NY, USA},
	keywords = {raytracing hardware},
}

Parameterization of Tabulated BRDFs

( , slides, slides+notes, ACM DOI)
Ian Mallett ,  
Cem Yuksel

CGI '16 Proceedings of the 33rd Computer Graphics International, 2016  (bibtex)
@inproceedings{Mallett:2016:PTB:2949035.2949047,
	author = {Mallett, Ian and Yuksel, Cem},
	title = {Parameterization of Tabulated BRDFs},
	booktitle = {Proceedings of the 33rd Computer Graphics International},
	series = {CGI '16},
	year = {2016},
	isbn = {978-1-4503-4123-3},
	location = {Heraklion, Greece},
	pages = {45--48},
	numpages = {4},
	url = {http://doi.acm.org/10.1145/2949035.2949047},
	doi = {10.1145/2949035.2949047},
	acmid = {2949047},
	publisher = {ACM},
	address = {New York, NY, USA},
}

Adaptive Deferred Shading

(poster, , ACM DOI)
Ian Mallett ,  
Cem Yuksel ,  
Amit Prakash

I3D '16 Proceedings of the 20th ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games, 2016  (bibtex)
@inproceedings{Mallett:2016:ADS:2856400.2876007,
	author = {Mallett, Ian and Yuksel, Cem and Prakash, Amit},
	title = {Adaptive Deferred Shading},
	booktitle = {Proceedings of the 20th ACM SIGGRAPH Symposium on Interactive 3D Graphics and
	             Games},
	series = {I3D '16},
	year = {2016},
	isbn = {978-1-4503-4043-4},
	location = {Redmond, Washington},
	pages = {187--187},
	numpages = {1},
	url = {http://doi.acm.org/10.1145/2856400.2876007},
	doi = {10.1145/2856400.2876007},
	acmid = {2876007},
	publisher = {ACM},
	address = {New York, NY, USA},
}

Dot-Product Reparameterizations of Tabular Isotropic BSDFs


Ian Mallett

UNM CSSC 2014 (undergraduate thesis; no paper publicly available)

Anisotropic Texture Filtering using Line Integral Textures

(preprint)
Ian Mallett ,  
Vahid Noormofidi

(unofficially published)

Circlet Programming Language

(Release 1.4.4)
Ian Mallett

(unofficially published)

Approximate Construction of Regular Polygons


Ian Mallett ,  
Brenda Mallett ,  
Russell Mallett

Published as an article in California Mathematics Council ComMuniCator (Vol 33, No. 2, Dec. 2008, pg. 35–37).
A poster version (“Fraction of the Radius”: A General Method for the Approximate Construction of Regular Polygons) was also created and presented somewhere (most likely a CMC meetup; if you know, let me know). I have subsequently heavily revised and presented this work on this subsite.

Research Bio

I used to work as an undergraduate researcher under the advisement of Dr. Pradeep Sen in the Advanced Graphics Laboratory (AGL) at the University of New Mexico (UNM). Around Fall-2012-ish, Sen left for UCSB and left the AGL in charge of Dr. Joe Kniss, who was shortly hired by perhaps Google. Kniss disappeared late fall 2013 (no one at UNM I talked to has succeeding in contacting him). I did work from fall 2013 until my graduation under the advisement of Dr. Lance Williams, though working essentially independently. After I was graduated, I went to the University of Utah as a Ph.D student where I now work under the advisement of Dr. Cem Yuksel (I am also somewhat co-advised by Dr. Erik Brunvand). I am a member of the Utah Graphics Lab and (somewhat peripherally) the Utah Hardware Raytracing Group. I also did an internship at NVIDIA Research.


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