|
|
|
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).
|
|
|
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 35rd Computer Graphics International, 2018
|
|
|
|
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
|
|
|
|
|
|
Parameterization of Tabulated BRDFs (
)
Ian Mallett   , Cem Yuksel  
CGI '16 Proceedings of the 33rd Computer Graphics International, 2016
|
|
Adaptive Deferred Shading ( Poster,
)
Ian Mallett   , Cem Yuksel   , Amit Prakash  
I3D '16 Proceedings of the 20th ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games, 2016
|
|
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
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 Hardware Raytracing Group and the Utah Graphics Lab. I also did an internship at NVIDIA Research.
|
COMMENTS |
|