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Tomas Akenine-Möller
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- affiliation: Lund University, Sweden
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2020 – today
- 2024
- [j54]Pontus Ebelin, Gyorgy Denes, Tomas Akenine-Möller, Kalle Åström, Magnus Oskarsson, William McIlhagga:
Estimates of Temporal Edge Detection Filters in Human Vision. ACM Trans. Appl. Percept. 21(2): 7 (2024) - 2023
- [j53]Karthik Vaidyanathan, Marco Salvi, Bartlomiej Wronski, Tomas Akenine-Möller, Pontus Ebelin, Aaron E. Lefohn:
Random-Access Neural Compression of Material Textures. ACM Trans. Graph. 42(4): 88:1-88:25 (2023) - [c41]Pontus Ebelin, Cyril Crassin, Gyorgy Denes, Magnus Oskarsson, Kalle Åström, Tomas Akenine-Möller:
Luminance-Preserving and Temporally Stable Daltonization. Eurographics (Short Papers) 2023: 45-48 - [c40]Herman Hansson-Söderlund, Tomas Akenine-Möller:
Tight Bounding Boxes for Voxels and Bricks in a Signed Distance Field Ray Tracer. Eurographics (Short Papers) 2023: 53-56 - [i3]Karthik Vaidyanathan, Marco Salvi, Bartlomiej Wronski, Tomas Akenine-Möller, Pontus Ebelin, Aaron E. Lefohn:
Random-Access Neural Compression of Material Textures. CoRR abs/2305.17105 (2023) - 2022
- [c39]Alan Wolfe, Nathan Morrical, Tomas Akenine-Möller, Ravi Ramamoorthi:
Spatiotemporal Blue Noise Masks. EGSR (ST) 2022: 117-126 - 2021
- [c38]Pontus Andersson, Jim Nilsson, Peter Shirley, Tomas Akenine-Möller:
Visualizing Errors in Rendered High Dynamic Range Images. Eurographics (Short Papers) 2021: 25-28 - [i2]Alan Wolfe, Nathan Morrical, Tomas Akenine-Möller, Ravi Ramamoorthi:
Scalar Spatiotemporal Blue Noise Masks. CoRR abs/2112.09629 (2021) - 2020
- [j52]Pontus Andersson, Jim Nilsson, Tomas Akenine-Möller, Magnus Oskarsson, Kalle Åström, Mark D. Fairchild:
FLIP: A Difference Evaluator for Alternating Images. Proc. ACM Comput. Graph. Interact. Tech. 3(2): 15:1-15:23 (2020) - [i1]Jim Nilsson, Tomas Akenine-Möller:
Understanding SSIM. CoRR abs/2006.13846 (2020)
2010 – 2019
- 2019
- [c37]Pontus Andersson, Jim Nilsson, Marco Salvi, Josef B. Spjut, Tomas Akenine-Möller:
Temporally Dense Ray Tracing. High Performance Graphics (Short Papers) 2019: 33-38 - 2017
- [j51]Carl Johan Gribel, Tomas Akenine-Möller:
Time-Continuous Quasi-Monte Carlo Ray Tracing. Comput. Graph. Forum 36(6): 354-367 (2017) - [j50]Rasmus Barringer, Magnus Andersson, Tomas Akenine-Möller:
Ray Accelerator: Efficient and Flexible Ray Tracing on a Heterogeneous Architecture. Comput. Graph. Forum 36(8): 166-177 (2017) - 2016
- [j49]Jacob Munkberg, Jon Hasselgren, Petrik Clarberg, Magnus Andersson, Tomas Akenine-Möller:
Texture space caching and reconstruction for ray tracing. ACM Trans. Graph. 35(6): 249:1-249:13 (2016) - [c36]Jon Hasselgren, Magnus Andersson, Tomas Akenine-Möller:
Masked software occlusion culling. High Performance Graphics 2016: 23-31 - [c35]Karthikeyan Vaidyanathan, Tomas Akenine-Möller, Marco Salvi:
Watertight ray traversal with reduced precision. High Performance Graphics 2016: 33-40 - [c34]Robert Toth, Jim Nilsson, Tomas Akenine-Möller:
Comparison of projection methods for rendering virtual reality. High Performance Graphics 2016: 163-171 - 2015
- [j48]Magnus Andersson, Jon Hasselgren, Jacob Munkberg, Tomas Akenine-Möller:
Filtered Stochastic Shadow Mapping Using a Layered Approach. Comput. Graph. Forum 34(8): 119-129 (2015) - [j47]Magnus Andersson, Jon Hasselgren, Tomas Akenine-Möller:
Masked depth culling for graphics hardware. ACM Trans. Graph. 34(6): 188:1-188:9 (2015) - [j46]Björn Johnsson, Tomas Akenine-Möller:
A performance and energy evaluation of many-light rendering algorithms. Vis. Comput. 31(12): 1671-1681 (2015) - [c33]Robert Toth, Jon Hasselgren, Tomas Akenine-Möller:
Perception of highlight disparity at a distance in consumer head-mounted displays. High Performance Graphics 2015: 61-66 - [c32]Rahul Sathe, Tomas Akenine-Möller:
Pixel Merge Unit. Eurographics (Short Papers) 2015: 53-56 - 2014
- [j45]Magnus Andersson, Jon Hasselgren, Robert Toth, Tomas Akenine-Möller:
Adaptive texture space shading for stochastic rendering. Comput. Graph. Forum 33(2): 341-350 (2014) - [j44]Jacob Munkberg, Karthik Vaidyanathan, Jon Hasselgren, Petrik Clarberg, Tomas Akenine-Möller:
Layered Reconstruction for Defocus and Motion Blur. Comput. Graph. Forum 33(4): 81-92 (2014) - [j43]Petrik Clarberg, Robert Toth, Jon Hasselgren, Jim Nilsson, Tomas Akenine-Möller:
AMFS: adaptive multi-frequency shading for future graphics processors. ACM Trans. Graph. 33(4): 141:1-141:12 (2014) - [j42]Rasmus Barringer, Tomas Akenine-Möller:
Dynamic ray stream traversal. ACM Trans. Graph. 33(4): 151:1-151:9 (2014) - [c31]Karthik Vaidyanathan, Marco Salvi, Robert Toth, Theresa Foley, Tomas Akenine-Möller, Jim Nilsson, Jacob Munkberg, Jon Hasselgren, Masamichi Sugihara, Petrik Clarberg, Tomasz Janczak, Aaron E. Lefohn:
Coarse Pixel Shading. High Performance Graphics 2014: 9-18 - 2013
- [j41]Magnus Andersson, Jacob Munkberg, Tomas Akenine-Möller:
Stochastic Depth Buffer Compression using Generalized Plane Encoding. Comput. Graph. Forum 32(2): 103-112 (2013) - [j40]Rasmus Barringer, Tomas Akenine-Möller:
A4: asynchronous adaptive anti-aliasing using shared memory. ACM Trans. Graph. 32(4): 100:1-100:10 (2013) - [c30]Carl Johan Gribel, Jacob Munkberg, Jon Hasselgren, Tomas Akenine-Möller:
Theory and Analysis of Higher-Order Motion Blur Rasterization. High Performance Graphics 2013: 7-16 - 2012
- [j39]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) - [j38]Jacob Munkberg, Robert Toth, Tomas Akenine-Möller:
Per-Vertex Defocus Blur for Stochastic Rasterization. Comput. Graph. Forum 31(4): 1385-1389 (2012) - [j37]Rasmus Barringer, Carl Johan Gribel, Tomas Akenine-Möller:
High-quality curve rendering using line sampled visibility. ACM Trans. Graph. 31(6): 162:1-162:10 (2012) - [c29]Jim Nilsson, Petrik Clarberg, Björn Johnsson, Jacob Munkberg, Jon Hasselgren, Robert Toth, Marco Salvi, Tomas Akenine-Möller:
Design and Novel Uses of Higher-Dimensional Rasterization. High Performance Graphics 2012: 1-11 - [c28]Björn Johnsson, Per Ganestam, Michael C. Doggett, Tomas Akenine-Möller:
Power Efficiency for Software Algorithms Running on Graphics Processors. High Performance Graphics 2012: 67-75 - [c27]Jacob Munkberg, Tomas Akenine-Möller:
Hyperplane Culling for Stochastic Rasterization. Eurographics (Short Papers) 2012: 105-108 - 2011
- [j36]Carl Johan Gribel, Rasmus Barringer, Tomas Akenine-Möller:
High-quality spatio-temporal rendering using semi-analytical visibility. ACM Trans. Graph. 30(4): 54 (2011) - [j35]Magnus Andersson, Björn Johnsson, Jacob Munkberg, Petrik Clarberg, Jon Hasselgren, Tomas Akenine-Möller:
Efficient multi-view ray tracing using edge detection and shader reuse. Vis. Comput. 27(6-8): 665-676 (2011) - [c26]Jacob Munkberg, Petrik Clarberg, Jon Hasselgren, Robert Toth, Masamichi Sugihara, Tomas Akenine-Möller:
Hierarchical Stochastic Motion Blur Rasterization. High Performance Graphics 2011: 107-118 - [c25]Magnus Andersson, Jon Hasselgren, Tomas Akenine-Möller:
Depth Buffer Compression for Stochastic Motion Blur Rasterization. High Performance Graphics 2011: 127-134 - 2010
- [j34]Petrik Clarberg, Robert Toth, Jon Hasselgren, Tomas Akenine-Möller:
An Optimizing Compiler for Automatic Shader Bounding. Comput. Graph. Forum 29(4): 1259-1268 (2010) - [j33]Jacob Munkberg, Tomas Akenine-Möller:
Backface Culling for Motion Blur and Depth of Field. J. Graphics, GPU, & Game Tools 15(2): 123-139 (2010) - [j32]Jim Rasmusson, Jacob Ström, Tomas Akenine-Möller:
Error-bounded lossy compression of floating-point color buffers using quadtree decomposition. Vis. Comput. 26(1): 17-30 (2010) - [c24]Jim Rasmusson, Jacob Ström, Per Wennersten, Michael C. Doggett, Tomas Akenine-Möller:
Texture compression of light maps using smooth profile functions. High Performance Graphics 2010: 143-152 - [c23]Jacob Munkberg, Jon Hasselgren, Robert Toth, Tomas Akenine-Möller:
Efficient bounding of displaced Bézier patches. High Performance Graphics 2010: 153-162 - [c22]Carl Johan Gribel, Michael C. Doggett, Tomas Akenine-Möller:
Analytical motion blur rasterization with compression. High Performance Graphics 2010: 163-172
2000 – 2009
- 2009
- [j31]Thomas Larsson, Tomas Akenine-Möller:
Bounding Volume Hierarchies of Slab Cut Balls. Comput. Graph. Forum 28(8): 2379-2395 (2009) - [j30]Jon Hasselgren, Jacob Munkberg, Tomas Akenine-Möller:
Automatic pre-tessellation culling. ACM Trans. Graph. 28(2): 19:1-19:10 (2009) - 2008
- [b4]Tomas Möller, Eric Haines, Nathaniel Hoffman:
Real-time rendering, 3rd Edition. Peters 2008, ISBN 9781568814247, pp. I-XVIII, 1-1027 - [j29]Tolga K. Çapin, Kari Pulli, Tomas Akenine-Möller:
The State of the Art in Mobile Graphics Research. IEEE Computer Graphics and Applications 28(4): 74-84 (2008) - [j28]Petrik Clarberg, Tomas Akenine-Möller:
Practical Product Importance Sampling for Direct Illumination. Comput. Graph. Forum 27(2): 681-690 (2008) - [j27]Petrik Clarberg, Tomas Akenine-Möller:
Exploiting Visibility Correlation in Direct Illumination. Comput. Graph. Forum 27(4): 1125-1136 (2008) - [j26]Jacob Munkberg, Petrik Clarberg, Jon Hasselgren, Tomas Akenine-Möller:
Practical HDR Texture Compression. Comput. Graph. Forum 27(6): 1664-1676 (2008) - [j25]Tomas Akenine-Möller, Jacob Ström:
Graphics Processing Units for Handhelds. Proc. IEEE 96(5): 779-789 (2008) - [c21]Jacob Munkberg, Jon Hasselgren, Tomas Akenine-Möller:
Non-Uniform Fractional Tessellation. Graphics Hardware 2008: 41-45 - [c20]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 - 2007
- [j24]Thomas Larsson, Tomas Akenine-Möller, Eric Lengyel:
On Faster Sphere-Box Overlap Testing. J. Graph. Tools 12(1): 3-8 (2007) - [j23]Jon Hasselgren, Tomas Akenine-Möller:
Textured Shadow Volumes. J. Graph. Tools 12(4): 59-72 (2007) - [j22]Jon Hasselgren, Tomas Akenine-Möller:
PCU: the programmable culling unit. ACM Trans. Graph. 26(3): 92 (2007) - [c19]Tomas Akenine-Möller, Jacob Munkberg, Jon Hasselgren:
Stochastic rasterization using time-continuous triangles. Graphics Hardware 2007: 7-16 - [c18]Jacob Munkberg, Ola Olsson, Jacob Ström, Tomas Akenine-Möller:
Tight frame normal map compression. Graphics Hardware 2007: 37-40 - [c17]Jim Rasmusson, Jon Hasselgren, Tomas Akenine-Möller:
Exact and error-bounded approximate color buffer compression and decompression. Graphics Hardware 2007: 41-48 - 2006
- [j21]Thomas Larsson, Tomas Akenine-Möller:
A dynamic bounding volume hierarchy for generalized collision detection. Comput. Graph. 30(3): 450-459 (2006) - [j20]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) - [c16]Jacob Munkberg, Tomas Akenine-Möller, Jacob Ström:
High Quality Normal Map Compression. Graphics Hardware 2006: 95-101 - [c15]Jon Hasselgren, Tomas Akenine-Möller:
Efficient Depth Buffer Compression. Graphics Hardware 2006: 103-110 - [c14]Jon Hasselgren, Tomas Akenine-Möller:
An Efficient Multi-View Rasterization Architecture. Rendering Techniques 2006: 61-72 - [c13]Oskar Alexandersson, Christoffer Gurell, Tomas Akenine-Möller:
Compressing dynamically generated textures on the GPU. SIGGRAPH Sketches 2006: 80 - [e2]Tomas Akenine-Möller, Wolfgang Heidrich:
Proceedings of the Eurographics Symposium on Rendering Techniques, Nicosia, Cyprus, 2006. Eurographics Association 2006, ISBN 3-905673-35-5 [contents] - 2005
- [j19]Jon Hasselgren, Tomas Akenine-Möller, Samuli Laine:
A Family of Inexpensive Sampling Schemes. Comput. Graph. Forum 24(4): 843-848 (2005) - [j18]Marta Löfstedt, Tomas Akenine-Möller:
An Evaluation Framework for Ray-Triangle Intersection Algorithms. J. Graph. Tools 10(2): 13-26 (2005) - [j17]Tomas Akenine-Möller, Timo Aila:
Conservative and Tiled Rasterization Using a Modified Triangle Set-Up. J. Graph. Tools 10(3): 1-8 (2005) - [j16]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) - [j15]Petrik Clarberg, Wojciech Jarosz, Tomas Akenine-Möller, Henrik Wann Jensen:
Wavelet importance sampling: efficiently evaluating products of complex functions. ACM Trans. Graph. 24(3): 1166-1175 (2005) - [j14]Anders Wang Kristensen, Tomas Akenine-Möller, Henrik Wann Jensen:
Precomputed local radiance transfer for real-time lighting design. ACM Trans. Graph. 24(3): 1208-1215 (2005) - [c12]Jacob Ström, Tomas Akenine-Möller:
iPACKMAN: high-quality, low-complexity texture compression for mobile phones. Graphics Hardware 2005: 63-70 - [c11]Manfred Ernst, Tomas Akenine-Möller, Henrik Wann Jensen:
Interactive rendering of caustics using interpolated warped volumes. Graphics Interface 2005: 87-96 - [c10]Tomas Möller, Ben Trumbore:
Fast, minimum storage ray/triangle intersection. SIGGRAPH Courses 2005: 7 - [c9]Tomas Akenine-Möller:
Fast 3D triangle-box overlap testing. SIGGRAPH Courses 2005: 8 - 2004
- [j13]Ulf Assarsson, Tomas Akenine-Möller:
Occlusion culling and z-fail for soft shadow volume algorithms. Vis. Comput. 20(8-9): 601-612 (2004) - [c8]Timo Aila, Tomas Akenine-Möller:
A hierarchical shadow volume algorithm. Graphics Hardware 2004: 15-23 - [c7]Tomas Akenine-Möller, Eric R. Chan, Wolfgang Heidrich, Jan Kautz, Mark J. Kilgard, Marc Stamminger:
Real-time shadowing techniques. SIGGRAPH Course Notes 2004: 27 - [c6]Jacob Ström, Tomas Akenine-Möller:
PACKMAN: texture compression for mobile phones. SIGGRAPH Sketches 2004: 66 - [e1]Michael D. McCool, Tomas Akenine-Möller:
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS Symposium on Graphics Hardware 2004, Grenoble, France, August 29-30, 2004. Eurographics Association 2004, ISBN 3-905673-15-0 [contents] - 2003
- [j12]Tomas Akenine-Möller:
Editor's Note. J. Graphics, GPU, & Game Tools 8(1): 1 (2003) - [j11]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) - [j10]Ulf Assarsson, Tomas Akenine-Möller:
A geometry-based soft shadow volume algorithm using graphics hardware. ACM Trans. Graph. 22(3): 511-520 (2003) - [j9]Tomas Akenine-Möller, Jacob Ström:
Graphics for the masses: a hardware rasterization architecture for mobile phones. ACM Trans. Graph. 22(3): 801-808 (2003) - [j8]Thomas Larsson, Tomas Akenine-Möller:
Efficient collision detection for models deformed by morphing. Vis. Comput. 19(2-3): 164-174 (2003) - [c5]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
- [b3]Tomas Akenine-Möller, Eric Haines:
Real-time rendering, 2nd Edition. A K Peters 2002, ISBN 978-1-56881-182-6, pp. I-XIV, 1-835 - [c4]Tomas Akenine-Möller, Ulf Assarsson:
Approximate Soft Shadows on Arbitrary Surfaces using Penumbra Wedges. Rendering Techniques 2002: 297-305 - 2001
- [j7]Jonas Lext, Ulf Assarsson, Tomas Möller:
A Benchmark for Animated Ray Tracing. IEEE Computer Graphics and Applications 21(2): 22-31 (2001) - [j6]Tomas Akenine-Möller:
Fast 3D Triangle-Box Overlap Testing. J. Graphics, GPU, & Game Tools 6(1): 29-33 (2001) - [c3]Thomas Larsson, Tomas Akenine-Möller:
Collision Detection for Continuously Deforming Bodies. Eurographics (Short Presentations) 2001 - [c2]Jonas Lext, Tomas Akenine-Möller:
Towards Rapid Reconstruction for Animated Ray Tracing. Eurographics (Short Presentations) 2001 - [c1]Laura Downs, Tomas Möller, Carlo H. Séquin:
Occlusion horizons for driving through urban scenery. SI3D 2001: 121-124 - 2000
- [j5]Ulf Assarsson, Tomas Möller:
Optimized View Frustum Culling Algorithms for Bounding Boxes. J. Graphics, GPU, & Game Tools 5(1): 9-22 (2000)
1990 – 1999
- 1999
- [b2]Tomas Möller, Eric Haines:
Real-time rendering. A K Peters 1999, ISBN 978-1-56881-101-7, pp. I-XIV, 1-482 - [j4]Tomas Möller, John F. Hughes:
Efficiently Building a Matrix to Rotate One Vector to Another. J. Graphics, GPU, & Game Tools 4(4): 1-4 (1999) - [j3]John F. Hughes, Tomas Möller:
Building an Orthonormal Basis from a Unit Vector. J. Graphics, GPU, & Game Tools 4(4): 33-35 (1999) - 1998
- [b1]Tomas Möller:
Real-Time Algorithms and Intersection Test Methods for Computer Graphics. Chalmers University of Technology, Gothenburg, Sweden, 1998 - 1997
- [j2]Tomas Möller, Ben Trumbore:
Fast, Minimum Storage Ray-Triangle Intersection. J. Graphics, GPU, & Game Tools 2(1): 21-28 (1997) - [j1]Tomas Möller:
A Fast Triangle-Triangle Intersection Test. J. Graphics, GPU, & Game Tools 2(2): 25-30 (1997) - 1992
- [p1]Tomas Möller:
Fast Bitmap stretching. Graphics Gems III 1992: 4-7
Coauthor Index
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last updated on 2024-08-05 21:19 CEST by the dblp team
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