Conference Courses

  • Elmar Eisemann, Ulf Assarsson, Michael Schwarz, Michal Valient, Michael Wimmer.
    Efficient Real-Time Shadows, SIGGRAPH 2013 course
    [Volumetric Shadows.pptx] [Shadow Maps and Shadow Volumes.pptx]
  • Elmar Eisemann, Ulf Assarsson, Michael Schwarz, Michal Valient, Michael Wimmer.
    Efficient Real-Time Shadows, SIGGRAPH 2012 course
    [Course Notes - PDF], Thursday, 9 August 9:00 am - 12:15 pm, Room 403AB
  • Elmar Eisemann, Ulf Assarsson, Michael Schwarz, Michael Wimmer.
    Casting Shadows in Real-Time, Eurographics 2010 course
    [Course Slides - PDF]
  • Elmar Eisemann, Ulf Assarsson, Michael Schwarz, Michael Wimmer.
    Casting Shadows in Real-Time, SIGGRAPH Asia 2009 course
    [Course Notes - PDF] [More…]
  • Ulf Assarson, Markus Billeter, Ola Olsson, Erik Sintorn.
    GPU Primitives - Case Study: Hair Rendering, Part of: Beyond Programmable Shading SIGGRAPH 2009 course.
    [Slides - PDF]
  • List of Publications

    Viktor Kämpe, Sverker Rasmuson, Markus Billeter, Erik Sintorn, Ulf Assarsson.
    Exploiting Coherence in Time-Varying Voxel Data .
    Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games, ACM, 2016.
    [PDF] [BIB] [YouTube]
    Viktor Kämpe, Erik Sintorn, Ulf Assarsson.
    Fast, Memory-Efficient Construction of Voxelized Shadows.
    Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games (i3D), ACM, 2015
    [PDF] [BIB]
    Ola Olsson, Markus Billeter, Erik Sintorn, Viktor Kämpe, Ulf Assarsson.
    More Efficient Virtual Shadow Maps for Many Lights.
    TVCG: Transactions on Visualization and Computer Graphics, Invited paper, 2015.
    [PDF] [BIB]
    Erik Sintorn, Viktor Kämpe, Ola Olsson, Ulf Assarsson.
    Compact Precomputed Voxelized Shadows.
    ACM Transactions on Graphics (SIGGRAPH 2014), 33 (4), 2014.
    [PDF] [BIB]
    Ola Olsson, Erik Sintorn, Viktor Kämpe, Markus Billeter, Ulf Assarsson.
    Implementing Efficient Virtual Shadow Maps for Many Lights.
    SIGGRAPH '14: ACM SIGGRAPH 2014 Talks
    [PDF] [BIB] [More]
    Ola Olsson, Erik Sintorn, Viktor Kämpe, Markus Billeter, Ulf Assarsson.
    Efficient Virtual Shadow Maps for Many Lights.
    Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games (i3D), ACM, 2014
    [PDF] [BIB] [YouTube]
    Erik Sintorn, Viktor Kämpe, Ola Olsson, Ulf Assarsson.
    Per-Triangle Shadow Volumes Using a View-Sample Cluster Hierarchy.
    Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games (i3D), ACM, 2014
    [PDF] [BIB]
    Viktor Kämpe, Erik Sintorn, Ulf Assarsson.
    High Resolution Sparse Voxel DAGs.
    ACM Transactions on Graphics (SIGGRAPH 2013), 32 (4), 2013
    [PDF] [BIB]
    Markus Billeter, Ola Olsson, and Ulf Assarsson.
    Tiled Forward Shading.
    GPU Pro 4: Advanced Rendering Techniques, CRC Press, 2013
    [BIB]
    Yangzhen Shao, Bjorn Redfors, Margareta Scharin Tang, Ulf Assarsson and Elmir Omerovic.
    Novel Simple Approach for Detection of Regional Perturbations of Cardiac Function in Mouse Models of Cardiovascular Disease.
    Echocardiography, 25 JAN 2013 | DOI: 10.1111/echo.121382013.
    [Paper] or [here]
    Evan Shellshear, Fadi Bitar, and Ulf Assarson.
    PDQ: Parallel Distance Queries for Deformable Meshes.
    Graphical Models, Volume 75, Issue 2, March 2013, Pages 69–78, 2013.
    [Paper] [BIB]
    Ola Olsson, Markus Billeter, Ulf Assarson.
    Tiled and Clustered Forward Shading.
    ACM SIGGRAPH 2012 Talks, 2012.
    [PDF] [BIB]
    Ola Olsson, Markus Billeter, Ulf Assarson.
    Clustered Deferred and Forward Shading.
    High Performance Graphics (HPG), 2012.
    [PDF] [BIB] [YouTube]
    Markus Billeter, Erik Sintorn, Ulf Assarson.
    Real-Time Multiple Scattering with Light Propagation Volumes.
    I3D 2012.
    [PDF] [BIB]
    Erik Sintorn, Ola Olsson, Ulf Assarson.
    An Efficient Alias-free Shadow Algorithm for Opaque and Transparent Objects using per-triangle Shadow Volumes.
    SIGGRAPH Asia 2011, December, 2011.
    [PDF] [BIB]
    Elmar Eisemann, Michael Schwarz, Ulf Assarsson, and Michael Wimmer.
    Real-Time Shadows.
    AK Peters (CRC Press), 2011
    [URL] [BIB]
    Ola Olsson, Ulf Assarson.
    Tiled Shading.
    Journal of Graphics, GPU and Game Tools, volume 15, number 4, pp. 235-251, 2011
    [PDF] [BIB]
    Ola Olsson, Ulf Assarson.
    Improved Ray Hierarchy Alias Free Shadows.
    Technical Report 2011:09, ISSN 1652-926X, May 6, 2011.
    [PDF] [BIB]
    Markus Billeter, Erik Sintorn, Ulf Assarson.
    Volumetric Shadows using Polygonal Light Volumes.
    High Performance Graphics 2010, June, 2010.
    [PDF] [Supplemental material] [Home Page] [BIB] [YouTube]
    Markus Billeter, Ola Olsson, Ulf Assarson.
    Efficient Stream Compaction on Wide SIMD Many-Core Architectures.
    High Performance Graphics 2009, August, 2009.
    [PDF] [Home Page]
    Erik Sintorn, Ulf Assarson.
    Hair Self Shadowing and Transparency Depth Ordering Using Occupancy maps.
    Proceedings of the Symposium on Interactive 3D Graphics and Games (I3D 2009), February, 2009.
    [PDF]
    Elmqvist, N., Assarsson, U., and Tsigas, P.
    Dynamic Transparency for 3D Visualization: Design and Evaluation.
    In International Journal of Virtual Reality, 8(1):65-78, 2009.
    [PDF][Web page][BibTeX]
    Erik Sintorn, Ulf Assarson.
    Fast Parallel GPU-Sorting Using a Hybrid Algorithm.
    Journal of Parallel and Distributed Computing, Volume 68, Issue 10, Pages 1381-1388, October 2008.
    [PDF]
    Erik Sintorn, Elmar Eisemann, Ulf Assarsson.
    Sample Based Visibility for Soft Shadows using Alias-free Shadow Maps.
    Computer Graphics Forum (Proceedings of the Eurographics Symposium on Rendering 2008), Vol. 27, number 4, pp 1285-1292, June 2008.
    [PDF] [PPT] [BIB]
    Erik Sintorn, Ulf Assarson.
    Real-Time Approximate Sorting for Self Shadowing and Transparency in Hair Rendering.
    Proceedings of the Symposium on Interactive 3D Graphics and Games (I3D 2008), pp 157-162, February, 2008.
    [PDF]
    Erik Sintorn, Ulf Assarson.
    Fast Parallel GPU-Sorting Using a Hybrid Algorithm.
    Workshop on General Purpose Processing on Graphics Processing Units - oct 2007
    [PDF]
    David Roger, Ulf Assarson, Nicolas Holzschuch.
    Efficient Stream Reduction on the GPU.
    Workshop on General Purpose Processing on Graphics Processing Units - oct 2007
    [PDF] [Slides] [Home Page]
    David Roger, Ulf Assarson, Nicolas Holzschuch.
    Whitted Ray-Tracing for Dynamic Scenes using a Ray-Space Hierarchy on the GPU.
    Rendering Techniques 2007 (Proceedings of the Eurographics Symposium on Rendering), June 2007
    [PDF] [Home Page]
    Elmqvist, N., Assarsson, U., and Tsigas, P.
    Employing Dynamic Transparency for 3D Occlusion Management: Design Issues and Evaluation.
    In Proceedings of INTERACT 2007, 2007.
    [PDF]
    U. Assarsson, N. Elmqvist, P. Tsigas.
    Image-Space Dynamic Transparency for Improved Object Discovery in 3D Environments
    Göteborg: Chalmers University of Technology, Technical Report No. CS:2006-12, 2006.
    [PDF]
    Mattias Malmer, Fredrik Malmer, Ulf Assarsson and Nicolas Holzschuch.
    Fast Precomputed Ambient Occlusion for Proximity Shadows.
    Journal of Graphics Tools, Vol 12, No 2, pp. 59-71, 2007.
    [Homepage][PDF][Supplemental.pdf] [TR]
    Samuli Laine, Timo Aila, Ulf Assarsson, Jaakko Lehtinen and Tomas Akenine-Möller.
    Soft Shadow Volumes for Ray Tracing.
    ACM Transactions on Graphics 24(3) (SIGGRAPH 2005).
    [Bibtex] [PDF] [Slides]
    Ulf Assarsson and Tomas Akenine-Möller.
    Occlusion Culling and Z-fail for Soft Shadow Volume Algorithms.
    The Visual Computer, Volume 20, Numbers 8-9, November 2004.
    [PDF]
    Ulf Assarsson.
    A Real-Time Soft Shadow Volume Algorithm.
    PhD thesis, Department of Computer Engineering, Chalmers University of Technology, ISBN 91-7291-333-9, October 2003.
    [PDF low res (30 Mb)] [PDF high res (98 Mb)]
    Tomas Akenine-Möller and Ulf Assarsson.
    On the Degree of Vertices in a Shadow Volume Silhouette.
    journal of graphics tools, vol. 8, no. 4, pp. 21-24, 2003.
    [PDF]
    Ulf Assarsson, Michael Dougherty, Michael Mounier, and Tomas Akenine-Möller.
    An Optimized Soft Shadow Volume Algorithm with Real-Time Performance.
    ACM SIGGRAPH Eurographics Workshop on Computer Graphics Hardware 2003, published in Proceeding of Graphics Hardware, pp. 33-40, p. 131, July 2003.
    [PDF]
    Ulf Assarsson and Tomas Akenine-Möller.
    A Geometry-based Soft Shadow Volume Algorithm using Graphics Hardware.
    ACM Transactions of Graphics (Proceedings of ACM SIGGRAPH), vol. 22, no. 3, pp. 511-520, July 2003.
    [PDF]
    Tomas Akenine-Möller and Ulf Assarsson.
    Approximate Soft Shadows on Arbitrary Surfaces using Penumbra Wedges.
    13th Eurographics Workshop on Rendering 2002, pp. 309-318, June 2002.
    [PDF]
    Ulf Assarsson.
    View Frustum Culling and Animated Ray Tracing: Improvements and Methodological Conciderations.
    Licentiate Degree, Technical Report no 396L, Department of Computer Engineering, Chalmers University of Technology, June 2001.
    [PDF]
    Jonas Lext, Ulf Assarsson, and Tomas Möller.
    A Benchmark for Animated Ray Tracing.
    IEEE Computer Graphics and Applications, pp. 22-31, March/April 2001.
    [PDF high res (15 Mb)] [PDF low res (400 kb)] [MPEG (15 Mb)] [Home Page]
    Ulf Assarsson and Per Stenström.
    A Case Study of Load Distribution in Parallel View Frustum Culling and Collision Detection.
    Euro-Par 2001 Parallel Processing Proceedings, Pages 663-673.
    [PDF]
    Ulf Assarsson and Tomas Möller.
    Optimized View Frustum Algorithms for Bounding Boxes.
    journal of graphics tools, vol. 5, no. 1, pp. 9-22, 2000.
    [PDF]
    Ulf Assarsson and Tomas Möller.
    Optimized View Frustum Culling Algorithms.
    Technical Report 99-3, Department of Computer Engineering, Chalmers University of Technology, March, 1999.
    [PDF]