2008 |
11 | EE | Erik Sintorn,
Ulf Assarsson:
Real-time approximate sorting for self shadowing and transparency in hair rendering.
SI3D 2008: 157-162 |
10 | EE | 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) |
9 | EE | Erik Sintorn,
Ulf Assarsson:
Fast parallel GPU-sorting using a hybrid algorithm.
J. Parallel Distrib. Comput. 68(10): 1381-1388 (2008) |
2007 |
8 | EE | Niklas Elmqvist,
Ulf Assarsson,
Philippas Tsigas:
Employing Dynamic Transparency for 3D Occlusion Management: Design Issues and Evaluation.
INTERACT (1) 2007: 532-545 |
2005 |
7 | EE | 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 | EE | 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 | EE | 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 | EE | 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 | EE | Ulf Assarsson,
Per Stenström:
A Case Study of Load Distribution in Parallel View Frustum Culling and Collision Detection.
Euro-Par 2001: 663-673 |
1 | EE | Jonas Lext,
Ulf Assarsson,
Tomas Möller:
A Benchmark for Animated Ray Tracing.
IEEE Computer Graphics and Applications 21(2): 22-31 (2001) |