~/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).

Deferred Adaptive Compute Shading (preprint, shader pseudocode)
Ian Mallett ,  
Cem Yuksel

HPG '18 Proceedings of High Performance Graphics, 2018
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
  • 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
  • Project Homepage
  • 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
  • Project Homepage
  • 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))
Konstantin Shkurko ,  
Cem Yuksel ,  
Daniel Kopta ,  
Ian Mallett ,  
Erik Brunvand

TVCG '17 IEEE Transactions on Visualization and Computer Graphics, 2017
  • Project Homepage
  • Video
  • 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)
Konstantin Shkurko ,  
Tim Grant ,  
Daniel Kopta ,  
Ian Mallett ,  
Cem Yuksel ,  
Erik Brunvand

HPG '17 Proceedings of High Performance Graphics, 2017
  • Project Homepage
  • ACM DOI
  • 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 ( )
Ian Mallett ,  
Cem Yuksel

CGI '16 Proceedings of the 33rd Computer Graphics International, 2016
  • Presentation: (slides: .pdf file (503K)) (slides+notes: .odp file (384K))
  • ACM DOI
  • 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, )
Ian Mallett ,  
Cem Yuksel ,  
Amit Prakash

I3D '16 Proceedings of the 20th ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games, 2016
  • ACM DOI
  • 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
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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