~/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 not a 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 (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
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
Time Interval Ray Tracing for Motion Blur (preprint, preprint (low quality), supplemental, supplemental (low quality))
Konstantin Shkurko ,  
Cem Yuksel ,  
Daniel Kopta ,  
Ian Mallett ,  
Erik Brunvand

TVCG '17 IEEE Transactions on Visualization and Computer Graphics, 2017
Dual Streaming for Hardware-Accelerated Ray Tracing (preprint)
Konstantin Shkurko ,  
Tim Grant ,  
Daniel Kopta ,  
Ian Mallett ,  
Cem Yuksel ,  
Erik Brunvand

HPG '17 Proceedings of High Performance Graphics, 2017
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.


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