
- Ubiquitous Memory Introspection Qin Zhao1,2
- Exploiting Vector Parallelism in Software Pipelined Loops Samuel Larsen, Rodric Rabbah and Saman Amarasinghe
- Programming by Sketching for Bit-Streaming Programs Armando Solar-Lezama1 Rodric Rabbah2 Rastislav Bodik1 Kemal Ebcioglu3
- Flextream: Adaptive Compilation of Streaming Applications for Heterogeneous Architectures
- Compiler Orchestrated Prefetching via Speculation and Predication
- A Computing Origami: Folding Streams in FPGAs Andrei Hagiescu, Weng-Fai Wong
- A Lightweight Streaming Layer for Multicore Execution David Zhang
- MacroSS: Macro-SIMDization of Streaming Applications Amir H. Hormati1, Yoonseo Choi1, Mark Woh1, Manjunath Kudlur2,
- Optimus: Efficient Realization of Streaming Applications Amir H. Hormati1
- MPEG-2 Decoding in a Stream Programming Language Matthew Drake, Hank Hoffmann, Rodric Rabbah, and Saman Amarasinghe
- Teleport Messaging for Distributed Stream Programs William Thies, Michal Karczmarek, Janis Sermulins, Rodric Rabbah, and Saman Amarasinghe
- Adaptive Compiler Directed Prefetching for EPIC Processors JINWOO KIM, RODRIC M. RABBAH, KRISHNA V. PALEM, AND WENG-FAI WONG
- Versatile Tiled-Processor Architectures: The Raw Approach Rodric M. Rabbah, Ian Bratt, Krste Asanovic, and Anant Agarwal
- Data Remapping for Design Space Optimization of Embedded Memory Systems
- Specification and Switch Design for a Hypercube Routing Network RODRIC M. RABBAH AND KIRAN PUTTASWAMY
- PD-XML: Extensible Markup Language for Processor Description S. P. Seng1
- PD-XML: Extensible Markup Language for Processor Description
- Liquid Metal: Object-Oriented Programming Across the Hardware/Software Boundary
- How to do a million watchpoints: Efficient Debugging using Dynamic
- High-Productivity Stream Programming For High-Performance Systems
- Dynamic Memory Optimization using Pool Allocation and Prefetching , Rodric Rabbah2
- Scheduling Load Operations on VLIW Machines Charles R. Hardnett, Krishna V. Palem,
- Trimaran: An Infrastructure for Research in Instruction-Level Parallelism
- Beyond Gaming: Programming the PLAYSTATIONr 3 Cell Architecture for Cost-Effective Parallel Processing