Conference Courses

  • 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

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)]
Ola Olsson, Ulf Assarson.
Tiled Shading.
accepted by journal of graphics, GPU and game tools, 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]
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]