Dan Lake

Orcid: 0000-0002-2590-1900

According to our database1, Dan Lake authored at least 13 papers between 2010 and 2026.

Collaborative distances:
  • Dijkstra number2 of four.
  • Erdős number3 of four.

Timeline

Legend:

Book  In proceedings  Article  PhD thesis  Dataset  Other 

Links

On csauthors.net:

Bibliography

2026
A Standardized 20-Tb/s Bandwidth Scalable Heterogeneous 2.5-D System Supporting Assembly Time Workload-Dependent Chiplet Configurations.
IEEE J. Solid State Circuits, January, 2026

Dual Control for Active Estimation and Path Planning in the Automation of Robotic Assembly Tasks.
IEEE Trans Autom. Sci. Eng., 2026


2025

System-Level Validation Across Multiple Platforms to build a Robust 2.5D Multi Foundry Chiplet Solution.
Proceedings of the Great Lakes Symposium on VLSI 2025, GLSVLSI 2025, New Orleans, LA, USA, 30 June 2025, 2025

2023
A Charge Domain SRAM Compute-in-Memory Macro With C-2C Ladder-Based 8-Bit MAC Unit in 22-nm FinFET Process for Edge Inference.
IEEE J. Solid State Circuits, 2023

2022
A 32.2 TOPS/W SRAM Compute-in-Memory Macro Employing a Linear 8-bit C-2C Ladder for Charge Domain Computation in 22nm for Edge Inference.
Proceedings of the IEEE Symposium on VLSI Technology and Circuits (VLSI Technology and Circuits 2022), 2022

A 2-to-2.48GHz Voltage-Interpolator-Based Fractional-N Type-I Sampling PLL in 22nm FinFET Assisting Fast Crystal Startup.
Proceedings of the IEEE International Solid-State Circuits Conference, 2022

2021
A Back-Sampling Chain Technique for Accelerated Detection, Characterization, and Reconstruction of Radiation-Induced Transient Pulses.
IEEE Trans. Very Large Scale Integr. Syst., 2021

2020
A 0.05pJ/Pixel 70fps FHD 1Meps Event-Driven Visual Data Processing Unit.
Proceedings of the IEEE Symposium on VLSI Circuits, 2020

2012
Navigating large data sets in virtual worlds.
Proceedings of the 2012 IEEE Virtual Reality, 2012

2010
Scaling virtual worlds: Simulation requirements and challenges.
Proceedings of the 2010 Winter Simulation Conference, 2010

Distributed scene graph to enable thousands of interacting users in a virtual environment.
Proceedings of the 9th Annual Workshop on Network and Systems Support for Games, 2010


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