Ulf Assarsson
Showing 57 publications
Method of real-time generation of 3d imaging
Addressing the Shape-Radiance Ambiguity in View-Dependent Radiance Fields
Improved Accuracy for Prism-Based Motion Blur
Real-Time Hair Filtering with Convolutional Neural Networks
PERF: Performant, Explicit Radiance Fields
Fast Analytical Motion Blur with Transparency
User-guided 3D reconstruction using multi-view stereo
UV-free Texturing using Sparse Voxel DAGs
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
Compact Precomputed Voxelized Shadows
Implementing efficient virtual shadow maps for many lights
Per-Triangle Shadow Volumes Using a View-Sample Cluster Hierarchy
Efficient Virtual Shadow Maps for Many Lights
High Resolution Sparse Voxel DAGs
PDQ: Parallel Distance Queries for Deformable Meshes
Clustered Deferred and Forward Shading
Tiled and clustered forward shading: supporting transparency and MSAA
Real-Time Multiple Scattering using Light Propagation Volumes
Real Time Volumetric Shadows using Polygonal Light Volumes
Beyond programmable shading (parts I and II)
Efficient stream compaction on wide SIMD many-core architectures
Dynamic Transparency for 3D Visualization: Design and Evaluation
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
Efficient Stream Reduction on the GPU
Employing Dynamic Transparency for 3D Occlusion Management: Design Issues and Evaluation
Whitted Ray-Tracing for Dynamic Scenes using a Ray-Space Hierarchy on the GPU
Fast Parallel GPU-Sorting Using a Hybrid Algorithm
Fast Precomputed Ambient Occlusion for Proximity Shadows
Image-Space Dynamic Transparency for Improved Object Discovery in 3D Environments
Soft Shadow Volumes for Ray Tracing
Occlusion Culling and Z-fail for Soft Shadow Volume Algorithms
A Geometry-based Soft Shadow Volume Algorithm using Graphics Hardware
On the Degree of Vertices in a Shadow Volume Silhouette
An Optimized Soft Shadow Volume Algorithm with Real-Time Performance
Approximate Soft Shadows on Arbitrary Surfaces using Penumbra Wedges
View frustum culland and animated ray tracing : improvements and methodological considerations
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Showing 2 research projects
ACE: Approximate Algorithms and Computing Systems
Real-time Photo-realistic Rendering