Erik Sintorn
Showing 37 publications
Method of real-time generation of 3d imaging
Addressing the Shape-Radiance Ambiguity in View-Dependent Radiance Fields
GBDI: Going Beyond Base-Delta-Immediate Compression with Global Bases
Real-Time Hair Filtering with Convolutional Neural Networks
Improved Accuracy for Prism-Based Motion Blur
PERF: Performant, Explicit Radiance Fields
UV-free Texturing using Sparse Voxel DAGs
User-guided 3D reconstruction using multi-view stereo
A GPU Register File using Static Data Compression
Spherical Gaussian Light‐field Textures for Fast Precomputed Global Illumination
Compressing color data for voxelized surface geometry
Compressing color data for voxelized surface geometry
Photon Splatting Using a View-Sample Cluster Hierarchy
Fast, Memory-Efficient Construction of Voxelized Shadows
Exploiting coherence in time-varying voxel data
More Efficient Virtual Shadow Maps for Many Lights
Fast, Memory-Efficient Construction of Voxelized Shadows
Per-Triangle Shadow Volumes Using a View-Sample Cluster Hierarchy
Compact Precomputed Voxelized Shadows
Implementing efficient virtual shadow maps for many lights
Efficient Virtual Shadow Maps for Many Lights
High Resolution Sparse Voxel DAGs
Real-Time Multiple Scattering using Light Propagation Volumes
Real Time Volumetric Shadows using Polygonal Light Volumes
Hair Self Shadowing and Transparency Depth Ordering Using Occupancy maps
Fast Parallel GPU-Sorting Using a Hybrid Algorithm
Sample Based Visibility for Soft Shadows using Alias-free Shadow Maps
Real-Time Approximate Sorting for Self Shadowing and Transparency in Hair Rendering
Fast Parallel GPU-Sorting Using a Hybrid Algorithm
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Showing 2 research projects
Komprimering av förberäknad belysningsinformation
ACE: Approximate Algorithms and Computing Systems