 | 2012 |
| 11 |  | Tomas Akenine-Möller,
Robert Toth,
Jacob Munkberg,
Jon Hasselgren:
Efficient Depth of Field Rasterization Using a Tile Test Based on Half-Space Culling.
Comput. Graph. Forum 31(1): 3- (2012) |
| 2011 |
| 10 |  | Jacob Munkberg,
Petrik Clarberg,
Jon Hasselgren,
Robert Toth,
Masamichi Sugihara,
Tomas Akenine-Möller:
Hierarchical Stochastic Motion Blur Rasterization.
High Performance Graphics 2011: 107-118 |
| 9 |  | Magnus Andersson,
Björn Johnsson,
Jacob Munkberg,
Petrik Clarberg,
Jon Hasselgren,
Tomas Akenine-Möller:
Efficient multi-view ray tracing using edge detection and shader reuse.
The Visual Computer 27(6-8): 665-676 (2011) |
| 2010 |
| 8 |  | Jacob Munkberg,
Jon Hasselgren,
Robert Toth,
Tomas Akenine-Möller:
Efficient bounding of displaced Bézier patches.
High Performance Graphics 2010: 153-162 |
| 2009 |
| 7 |  | Jon Hasselgren,
Jacob Munkberg,
Tomas Akenine-Möller:
Automatic pre-tessellation culling.
ACM Trans. Graph. 28(2): (2009) |
| 2008 |
| 6 |  | Jacob Munkberg,
Jon Hasselgren,
Tomas Akenine-Möller:
Non-Uniform Fractional Tessellation.
Graphics Hardware 2008: 41-45 |
| 5 |  | Jacob Ström,
Per Wennersten,
Jim Rasmusson,
Jon Hasselgren,
Jacob Munkberg,
Petrik Clarberg,
Tomas Akenine-Möller:
Floating-Point Buffer Compression in a Unified Codec Architecture.
Graphics Hardware 2008: 75-84 |
| 4 |  | Jacob Munkberg,
Petrik Clarberg,
Jon Hasselgren,
Tomas Akenine-Möller:
Practical HDR Texture Compression.
Comput. Graph. Forum 27(6): 1664-1676 (2008) |
| 2007 |
| 3 |  | Jacob Munkberg,
Ola Olsson,
Jacob Ström,
Tomas Akenine-Möller:
Tight frame normal map compression.
Graphics Hardware 2007: 37-40 |
| 2 |  | Tomas Akenine-Möller,
Jacob Munkberg,
Jon Hasselgren:
Stochastic rasterization using time-continuous triangles.
Graphics Hardware 2007: 7-16 |
| 2006 |
| 1 |  | Jacob Munkberg,
Petrik Clarberg,
Jon Hasselgren,
Tomas Akenine-Möller:
High dynamic range texture compression for graphics hardware.
ACM Trans. Graph. 25(3): 698-706 (2006) |