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Browsing by Author "Kondguli, Sushant"

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    Arches: A Cycle-Level Hardware Simulation Framework for Exploring Massively Parallel Ray Tracing Architectures
    (The Eurographics Association and John Wiley & Sons Ltd., 2025) Haydel, Jacob; Bhokare, Gaurav; Zeng, Kunnong; Hong, Pengpei; Kondguli, Sushant; Budge, Brian; Brunvand, Erik; Yuksel, Cem; Knoll, Aaron; Peters, Christoph
    We introduce Arches, a hardware simulation framework designed to explore and evaluate massively parallel ray-tracing architectures. Operating at the cycle level, Arches captures detailed performance metrics, including computational throughput, onchip data movement across processors, caches, and off-chip communication via an accurate memory system model. The framework is modular, allowing flexible configuration and interconnection of processor cores, caches, and custom hardware units, enabling easy exploration of diverse hardware architectures. Arches supports high-performance parallel execution, simulating complex ray tracing workloads to image completion. It leverages the GNU toolchain, allowing users to write C++ software targeting both the simulated architecture and native execution for debugging, including support for custom instructions to control specialized hardware components. The framework provides comprehensive performance instrumentation, offering insights into time-varying statistics across all modules and identifying performance bottlenecks. Our evaluations demonstrate that Arches delivers performance estimates closely matching real hardware, offering faster and more accurate simulations than existing open-source hardware simulators. Its modularity also makes it a valuable tool for exploring alternative parallel computing strategies for high-performance ray tracing, and its extensibility enables adaptation for other workloads or general-purpose computation.
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    Learning Fast 3D Gaussian Splatting Rendering using Continuous Level of Detail
    (The Eurographics Association and John Wiley & Sons Ltd., 2025) Milef, Nicholas; Seyb, Dario; Keeler, Todd; Nguyen-Phuoc, Thu; Bozic, Aljaz; Kondguli, Sushant; Marshall, Carl; Bousseau, Adrien; Day, Angela
    3D Gaussian splatting (3DGS) has shown potential for rendering photorealistic 3D scenes in real-time. Unfortunately, rendering these scenes on less powerful hardware is still a challenge, especially with high-resolution displays. We introduce a continuous level of detail (CLOD) algorithm and demonstrate how our method can improve performance while preserving as much quality as possible. Our approach learns to order splats based on importance and optimize them such that a representative and realistic scene can be rendered for an arbitrary splat count. Our method does not require any additional memory or rendering overhead and works with existing 3DGS renderers. We also demonstrate the flexibility of our CLOD method by extending it with distance-based LOD selection, foveated rendering, and budget-based rendering.

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