Name
Affiliation
Papers
KAYVON FATAHALIAN
Stanford
55
Collaborators
Citations 
PageRank 
171
1254
116.12
Referers 
Referees 
References 
3005
1010
469
Search Limit
1001000
Title
Citations
PageRank
Year
Perfectly Balanced: Improving Transfer and Robustness of Supervised Contrastive Learning.00.342022
Spotting Temporally Precise, Fine-Grained Events in Video.00.342022
Shoring up the foundations: fusing model embeddings and weak supervision.00.342022
R2E2: low-latency path tracing of terabyte-scale scenes using thousands of cloud CPUs00.342022
Mandoline: Model Evaluation Under Distribution Shift00.342021
Analysis of Faces in a Decade of US Cable TV News00.342021
Low-Shot Validation - Active Importance Sampling for Estimating Classifier Performance on Rare Categories.00.342021
Background Splitting: Finding Rare Classes in a Sea of Background00.342021
Large Batch Simulation for Deep Reinforcement Learning00.342021
Learning Rare Category Classifiers on a Tight Labeling Budget.00.342021
Vid2Player: Controllable Video Sprites That Behave and Appear Like Professional Tennis Players00.342021
Iterative Text-Based Editing of Talking-Heads Using Neural Retargeting00.342021
Fast and Three-rious: Speeding Up Weak Supervision with Triplet Methods00.342020
Design Adjectives: A Framework for Interactive Model-Guided Exploration of Parameterized Design Spaces00.342020
Creating An Agile Hardware Design Flow00.342020
Type-directed scheduling of streaming accelerators10.352020
Online Model Distillation For Efficient Video Inference10.362019
Learning to optimize halide with tree search and random programs100.592019
Finding Layers Using Hover Visualizations00.342019
Multi-Resolution Weak Supervision for Sequential Data00.342019
Exploratory Stage Lighting Design using Visual Objectives.00.342019
Scanner: Efficient Video Analysis at Scale.40.382018
Slang: language mechanisms for extensible real-time shading systems.10.352018
Shader components: modular and high performance shader development30.512017
The Rise of Mobile Visual Computing Systems.10.362016
Automatically Splitting a Two-Stage Lambda Calculus.40.412016
A system for rapid exploration of shader optimization choices.60.522016
Krishnacam: Using A Longitudinal, Single-Person, Egocentric Dataset For Scene Understanding Tasks70.422016
Aggregate G-Buffer Anti-Aliasing -Extended Version-.00.342016
A system for rapid, automatic shader level-of-detail70.472015
Aggregate G-buffer anti-aliasing80.532015
Extending the graphics pipeline with adaptive, multi-rate shading150.662014
Self-refining games using player analytics30.432014
Near-exhaustive precomputation of secondary cloth effects300.912013
Efficient BVH construction via approximate agglomerative clustering230.792013
SRDH: specializing BVH construction and traversal order using representative shadow ray sets90.522012
Reducing shading on GPUs using quad-fragment merging210.972010
Space-time hierarchical occlusion culling for micropolygon rendering with motion blur90.522010
A lazy object-space shading architecture with decoupled sampling150.742010
Reducing shading on GPUs using quad-fragment merging.00.342010
Data-parallel rasterization of micropolygons with defocus and motion blur412.272009
Beyond programmable shading (parts I and II)20.382009
GRAMPS: A programming model for graphics pipelines392.082009
DiagSplit: parallel, crack-free, adaptive tessellation for micropolygon rendering191.162009
GPUs a closer look.10.342008
A closer look at GPUs474.192008
Overview: making sense of GPU architectures10.352008
GPUs: A Closer Look60.702008
Beyond programmable shading: fundamentals20.502008
A portable runtime interface for multi-level memory hierarchies151.002008
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