| 2013 | ||
|---|---|---|
| j12 | Evan Shellshear, Fadi Bitar, Ulf Assarsson: PDQ: Parallel Distance Queries for deformable meshes. Graphical Models 75(2): 69-78 (2013) | |
| 2012 | ||
| c12 | Ola Olsson, Markus Billeter, Ulf Assarsson: Clustered Deferred and Forward Shading. High Performance Graphics 2012: 87-96 | |
| c11 | Markus Billeter, Erik Sintorn, Ulf Assarsson: Real-time multiple scattering using light propagation volumes. I3D 2012: 119-126 | |
| c10 | Ola Olsson, Markus Billeter, Ulf Assarsson: Tiled and clustered forward shading: supporting transparency and MSAA. SIGGRAPH Talks 2012: 37 | |
| 2011 | ||
| j11 | ||
| j10 | 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 | ||
| c9 | Markus Billeter, Erik Sintorn, Ulf Assarsson: Real time volumetric shadows using polygonal light volumes. High Performance Graphics 2010: 39-45 | |
| 2009 | ||
| c8 | Markus Billeter, Ola Olsson, Ulf Assarsson: Efficient stream compaction on wide SIMD many-core architectures. High Performance Graphics 2009: 159-166 | |
| c7 | Erik Sintorn, Ulf Assarsson: Hair self shadowing and transparency depth ordering using occupancy maps. SI3D 2009: 67-74 | |
| 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 Distrib. 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. Graphics 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. The Visual Computer 20(8-9): 601-612 (2004) | |
| 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) | |
Colors in the list of coauthors
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