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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 (will appear soon)] | |
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Ola Olsson, Ulf Assarson.
Tiled Shading. accepted by journal of graphics, GPU and game tools, 2011 [PDF] [BIB] | |
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Ola Olsson, Ulf Assarson.
Improved Ray Hierarchy Alias Free Shadows. Technical Report 2011:09, ISSN 1652-926X, May 6, 2011. [PDF] [BIB] | |
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Markus Billeter, Erik Sintorn, Ulf Assarson.
Volumetric Shadows using Polygonal Light Volumes. High Performance Graphics 2010, June, 2010. [PDF] [Supplemental material] [Home Page] [BIB] | |
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Markus Billeter, Ola Olsson, Ulf Assarson.
Efficient Stream Compaction on Wide SIMD Many-Core Architectures. High Performance Graphics 2009, August, 2009. [PDF] [Home Page] | |
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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] | |
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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] | |
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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] | |
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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] | |
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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] | |
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Erik Sintorn, Ulf Assarson.
Fast Parallel GPU-Sorting Using a Hybrid Algorithm. Workshop on General Purpose Processing on Graphics Processing Units - oct 2007 [PDF] | |
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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] | |
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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] | |
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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] | |
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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] | |
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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] | |
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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] | |
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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] | |
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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)] | |
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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] | |
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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] | |
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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] | |
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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] | |
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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] | |
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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] | |
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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] | |
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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] | |
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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] |