Jonathan Bilodeau

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We present a new, unified approach to debugging graphics software. We propose a representation of all graphics state over the course of program execution as a relational database, and produce a query-based framework for extracting, manipulating, and visualizing data from all stages of the graphics pipeline. Using an SQL-based query language, the programmer(More)
We present a vertex compression technique suitable for efficient decompression on graphics hardware. Given a user-specified number of bits per vertex, we automatically allocate bits to vertex attributes for quantization to maximize quality, guided by an image-space error metric. This allocation accounts for the constraints of graphics hardware by packing(More)
Simulation testbeds are important for developing complex systems, such as autonomous oceanographic sampling networks (AOSNs), as they allow the development and testing of control mechanisms without incurring the cost or risk of using real vehicles. Over the past several years, two simulators for AOSNs, CoDA and CADCON, have been developed. The CoDA(More)
While the dream of a graphics debugger on par with GDB or Visual Studio is one of the better sorts of dreams to have, there are many difficult challenges involved in making that dream a reality. Some of these challenges are fundamental to the task of graphics debugging while others are the result of drivers, shaders and hardware being designed with little(More)
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