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Ulf Assarsson
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- affiliation: Chalmers University of Technology, Gothenburg, Sweden
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2020 – today
- 2022
- [j24]Sverker Rasmuson, Erik Sintorn, Ulf Assarsson:
PERF: Performant, Explicit Radiance Fields. Frontiers Comput. Sci. 4 (2022) - [j23]Roc R. Currius, Ulf Assarsson, Erik Sintorn:
Real-Time Hair Filtering with Convolutional Neural Networks. Proc. ACM Comput. Graph. Interact. Tech. 5(1): 15:1-15:15 (2022) - [i2]Sverker Rasmuson, Erik Sintorn, Ulf Assarsson:
Addressing the Shape-Radiance Ambiguity in View-Dependent Radiance Fields. CoRR abs/2203.01553 (2022) - 2021
- [j22]Mads J. L. Rønnow, Ulf Assarsson, Marco Fratarcangeli:
Fast analytical motion blur with transparency. Comput. Graph. 95: 36-46 (2021) - [j21]Sverker Rasmuson, Erik Sintorn, Ulf Assarsson:
A low-cost, practical acquisition and rendering pipeline for real-time free-viewpoint video communication. Vis. Comput. 37(3): 553-565 (2021) - [i1]Sverker Rasmuson, Erik Sintorn, Ulf Assarsson:
PERF: Performant, Explicit Radiance Fields. CoRR abs/2112.05598 (2021) - 2020
- [j20]Dan Dolonius, Erik Sintorn, Ulf Assarsson:
UV-free Texturing using Sparse Voxel DAGs. Comput. Graph. Forum 39(2): 121-132 (2020) - [j19]Roc R. Currius, Dan Dolonius, Ulf Assarsson, Erik Sintorn:
Spherical Gaussian Light-field Textures for Fast Precomputed Global Illumination. Comput. Graph. Forum 39(2): 133-146 (2020) - [c25]Sverker Rasmuson, Erik Sintorn, Ulf Assarsson:
User-guided 3D reconstruction using multi-view stereo. I3D 2020: 10:1-10:9
2010 – 2019
- 2019
- [j18]Dan Dolonius, Erik Sintorn, Viktor Kämpe, Ulf Assarsson:
Compressing Color Data for Voxelized Surface Geometry. IEEE Trans. Vis. Comput. Graph. 25(2): 1270-1282 (2019) - 2018
- [c24]Ulf Assarsson, Markus Billeter, Dan Dolonius, Elmar Eisemann, Alberto Jaspe, Leonardo Scandolo, Erik Sintorn:
Voxel DAGs and Multiresolution Hierarchies: From Large-Scale Scenes to Pre-computed Shadows. Eurographics (Tutorials) 2018: 9-11 - 2017
- [c23]Dan Dolonius, Erik Sintorn, Viktor Kämpe, Ulf Assarsson:
Compressing color data for voxelized surface geometry. I3D 2017: 13:1-13:10 - 2016
- [j17]Viktor Kämpe, Erik Sintorn, Dan Dolonius, Ulf Assarsson:
Fast, Memory-Efficient Construction of Voxelized Shadows. IEEE Trans. Vis. Comput. Graph. 22(10): 2239-2248 (2016) - [c22]Pierre Moreau, Erik Sintorn, Viktor Kämpe, Ulf Assarsson, Michael C. Doggett:
Photon splatting using a view-sample cluster hierarchy. High Performance Graphics 2016: 75-85 - [c21]Viktor Kämpe, Sverker Rasmuson, Markus Billeter, Erik Sintorn, Ulf Assarsson:
Exploiting coherence in time-varying voxel data. I3D 2016: 15-21 - 2015
- [j16]Ola Olsson, Markus Billeter, Erik Sintorn, Viktor Kämpe, Ulf Assarsson:
More Efficient Virtual Shadow Maps for Many Lights. IEEE Trans. Vis. Comput. Graph. 21(6): 701-713 (2015) - [c20]Viktor Kämpe, Erik Sintorn, Ulf Assarsson:
Fast, memory-efficient construction of voxelized shadows. I3D 2015: 25-30 - 2014
- [j15]Erik Sintorn, Viktor Kämpe, Ola Olsson, Ulf Assarsson:
Compact precomputed voxelized shadows. ACM Trans. Graph. 33(4): 150:1-150:8 (2014) - [c19]Ola Olsson, Erik Sintorn, Viktor Kämpe, Markus Billeter, Ulf Assarsson:
Efficient virtual shadow maps for many lights. I3D 2014: 87-96 - [c18]Erik Sintorn, Viktor Kämpe, Ola Olsson, Ulf Assarsson:
Per-triangle shadow volumes using a view-sample cluster hierarchy. I3D 2014: 111-118 - [c17]Ola Olsson, Erik Sintorn, Viktor Kämpe, Markus Billeter, Ulf Assarsson:
Implementing efficient virtual shadow maps for many lights. SIGGRAPH Talks 2014: 50:1 - 2013
- [j14]Evan Shellshear, Fadi Bitar, Ulf Assarsson:
PDQ: Parallel Distance Queries for deformable meshes. Graph. Model. 75(2): 69-78 (2013) - [j13]Viktor Kämpe, Erik Sintorn, Ulf Assarsson:
High resolution sparse voxel DAGs. ACM Trans. Graph. 32(4): 101:1-101:13 (2013) - [c16]Elmar Eisemann, Ulf Assarsson, Michael Schwarz, Michal Valient, Michael Wimmer:
Efficient real-time shadows. SIGGRAPH Courses 2013: 18:1-18:54 - 2012
- [c15]Ola Olsson, Markus Billeter, Ulf Assarsson:
Clustered Deferred and Forward Shading. High Performance Graphics 2012: 87-96 - [c14]Markus Billeter, Erik Sintorn, Ulf Assarsson:
Real-time multiple scattering using light propagation volumes. I3D 2012: 119-126 - [c13]Elmar Eisemann, Ulf Assarsson, Michael Schwarz, Michal Valient, Michael Wimmer:
Efficient real-time shadows. SIGGRAPH Courses 2012: 18:1-18:53 - [c12]Ola Olsson, Markus Billeter, Ulf Assarsson:
Tiled and clustered forward shading: supporting transparency and MSAA. SIGGRAPH Talks 2012: 37 - 2011
- [j12]Ola Olsson, Ulf Assarsson:
Tiled Shading. J. Graphics, GPU, & Game Tools 15(4): 235-251 (2011) - [j11]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
- [c11]Markus Billeter, Erik Sintorn, Ulf Assarsson:
Real time volumetric shadows using polygonal light volumes. High Performance Graphics 2010: 39-45 - [c10]Elmar Eisemann, Ulf Assarsson, Michael Schwarz, Michael Wimmer:
Shadow Algorithms for Real-time Rendering. Eurographics (Tutorials) 2010 - [e1]Ulf Assarsson, Daniel Weiskopf:
31st Annual Conference of the European Association for Computer Graphics, Eurographics 2010 - Tutorials, Norrköping, Sweden, May 3-7, 2010. Eurographics Association 2010 [contents]
2000 – 2009
- 2009
- [j10]Niklas Elmqvist, Ulf Assarsson, Philippas Tsigas:
Dynamic Transparency for 3D Visualization: Design and Evaluation. Int. J. Virtual Real. 8(1): 75-88 (2009) - [c9]Markus Billeter, Ola Olsson, Ulf Assarsson:
Efficient stream compaction on wide SIMD many-core architectures. High Performance Graphics 2009: 159-166 - [c8]Erik Sintorn, Ulf Assarsson:
Hair self shadowing and transparency depth ordering using occupancy maps. SI3D 2009: 67-74 - [c7]Aaron E. Lefohn, Mike Houston, Johan Andersson, Ulf Assarsson, Cass W. Everitt, Kayvon Fatahalian, Theresa Foley, Justin Hensley, Paul Lalonde, David Luebke:
Beyond programmable shading (parts I and II). SIGGRAPH Courses 2009: 7:1-7:312 - 2008
- [j9]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) - [j8]Erik Sintorn, Ulf Assarsson:
Fast parallel GPU-sorting using a hybrid algorithm. J. Parallel Distributed Comput. 68(10): 1381-1388 (2008) - [c6]Erik Sintorn, Ulf Assarsson:
Real-time approximate sorting for self shadowing and transparency in hair rendering. SI3D 2008: 157-162 - 2007
- [j7]Mattias Malmer, Fredrik Malmer, Ulf Assarsson, Nicolas Holzschuch:
Fast Precomputed Ambient Occlusion for Proximity Shadows. J. Graph. Tools 12(2): 59-71 (2007) - [c5]Niklas Elmqvist, Ulf Assarsson, Philippas Tsigas:
Employing Dynamic Transparency for 3D Occlusion Management: Design Issues and Evaluation. INTERACT (1) 2007: 532-545 - [c4]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 - 2005
- [j6]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
- [j5]Ulf Assarsson, Tomas Akenine-Möller:
Occlusion culling and z-fail for soft shadow volume algorithms. Vis. Comput. 20(8-9): 601-612 (2004) - 2003
- [b1]Ulf Assarsson:
A Real-Time Soft Shadow Volume Algorithm. Chalmers University of Technology, Gothenburg, Sweden, 2003 - [j4]Tomas Akenine-Möller, Ulf Assarsson:
On the Degree of Vertices in a Shadow Volume Silhouette. J. Graphics, GPU, & Game Tools 8(4): 21-24 (2003) - [j3]Ulf Assarsson, Tomas Akenine-Möller:
A geometry-based soft shadow volume algorithm using graphics hardware. ACM Trans. Graph. 22(3): 511-520 (2003) - [c3]Ulf Assarsson, Michael Dougherty, Michael Mounier, Tomas Akenine-Möller:
An optimized soft shadow volume algorithm with real-time performance. Graphics Hardware 2003: 33-40 - 2002
- [c2]Tomas Akenine-Möller, Ulf Assarsson:
Approximate Soft Shadows on Arbitrary Surfaces using Penumbra Wedges. Rendering Techniques 2002: 297-305 - 2001
- [j2]Jonas Lext, Ulf Assarsson, Tomas Möller:
A Benchmark for Animated Ray Tracing. IEEE Computer Graphics and Applications 21(2): 22-31 (2001) - [c1]Ulf Assarsson, Per Stenström:
A Case Study of Load Distribution in Parallel View Frustum Culling and Collision Detection. Euro-Par 2001: 663-673 - 2000
- [j1]Ulf Assarsson, Tomas Möller:
Optimized View Frustum Culling Algorithms for Bounding Boxes. J. Graphics, GPU, & Game Tools 5(1): 9-22 (2000)
Coauthor Index
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