 | 2012 |
| 18 |  | Markus Billeter,
Erik Sintorn,
Ulf Assarsson:
Real-time multiple scattering using light propagation volumes.
I3D 2012: 119-126 |
| 2011 |
| 17 |  | Erik Sintorn,
Ola Olsson,
Ulf Assarsson:
An efficient alias-free shadow algorithm for opaque and transparent objects using per-triangle shadow volumes.
ACM Trans. Graph. 30(6): 153 (2011) |
| 2010 |
| 16 |  | Markus Billeter,
Erik Sintorn,
Ulf Assarsson:
Real time volumetric shadows using polygonal light volumes.
High Performance Graphics 2010: 39-45 |
| 2009 |
| 15 |  | Markus Billeter,
Ola Olsson,
Ulf Assarsson:
Efficient stream compaction on wide SIMD many-core architectures.
High Performance Graphics 2009: 159-166 |
| 14 |  | Erik Sintorn,
Ulf Assarsson:
Hair self shadowing and transparency depth ordering using occupancy maps.
SI3D 2009: 67-74 |
| 2008 |
| 13 |  | Erik Sintorn,
Ulf Assarsson:
Real-time approximate sorting for self shadowing and transparency in hair rendering.
SI3D 2008: 157-162 |
| 12 |  | Erik Sintorn,
Elmar Eisemann,
Ulf Assarsson:
Sample Based Visibility for Soft Shadows using Alias-free Shadow Maps.
Comput. Graph. Forum 27(4): 1285-1292 (2008) |
| 11 |  | Erik Sintorn,
Ulf Assarsson:
Fast parallel GPU-sorting using a hybrid algorithm.
J. Parallel Distrib. Comput. 68(10): 1381-1388 (2008) |
| 2007 |
| 10 |  | Niklas Elmqvist,
Ulf Assarsson,
Philippas Tsigas:
Employing Dynamic Transparency for 3D Occlusion Management: Design Issues and Evaluation.
INTERACT (1) 2007: 532-545 |
| 9 |  | David Roger,
Ulf Assarsson,
Nicolas Holzschuch:
Whitted Ray-Tracing for Dynamic Scenes using a Ray-Space Hierarchy on the GPU.
Rendering Techniques 2007: 99-110 |
| 8 |  | Mattias Malmer,
Fredrik Malmer,
Ulf Assarsson,
Nicolas Holzschuch:
Fast Precomputed Ambient Occlusion for Proximity Shadows.
J. Graphics Tools 12(2): 59-71 (2007) |
| 2005 |
| 7 |  | Samuli Laine,
Timo Aila,
Ulf Assarsson,
Jaakko Lehtinen,
Tomas Akenine-Möller:
Soft shadow volumes for ray tracing.
ACM Trans. Graph. 24(3): 1156-1165 (2005) |
| 2004 |
| 6 |  | Ulf Assarsson,
Tomas Akenine-Möller:
Occlusion culling and z-fail for soft shadow volume algorithms.
The Visual Computer 20(8-9): 601-612 (2004) |
| 2003 |
| 5 |  | Ulf Assarsson,
Michael Dougherty,
Michael Mounier,
Tomas Akenine-Möller:
An optimized soft shadow volume algorithm with real-time performance.
Graphics Hardware 2003: 33-40 |
| 4 |  | Ulf Assarsson,
Tomas Akenine-Möller:
A geometry-based soft shadow volume algorithm using graphics hardware.
ACM Trans. Graph. 22(3): 511-520 (2003) |
| 2002 |
| 3 |  | Tomas Akenine-Möller,
Ulf Assarsson:
Approximate Soft Shadows on Arbitrary Surfaces using Penumbra Wedges.
Rendering Techniques 2002: 297-305 |
| 2001 |
| 2 |  | Ulf Assarsson,
Per Stenström:
A Case Study of Load Distribution in Parallel View Frustum Culling and Collision Detection.
Euro-Par 2001: 663-673 |
| 1 |  | Jonas Lext,
Ulf Assarsson,
Tomas Möller:
A Benchmark for Animated Ray Tracing.
IEEE Computer Graphics and Applications 21(2): 22-31 (2001) |