Ulf Assarsson

Full Professor at Embedded Electronics Systems and Computer Graphics
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Showing 57 publications

2023

Method of real-time generation of 3d imaging

Ulf Assarsson, Sverker Rasmuson, Erik Sintorn
Patent
2022

Addressing the Shape-Radiance Ambiguity in View-Dependent Radiance Fields

Sverker Rasmuson, Erik Sintorn, Ulf Assarsson
Preprint
2022

Improved Accuracy for Prism-Based Motion Blur

Mads Rönnow, Ulf Assarsson, Erik Sintorn et al
The Journal of Computer Graphics Techniques. Vol. 11 (1), p. 82-95
Journal article
2022

Real-Time Hair Filtering with Convolutional Neural Networks

Roc Ramon Currius, Ulf Assarsson, Erik Sintorn
Proceedings of the ACM on Computer Graphics and Interactive Techniques. Vol. 5 (1)
Journal article
2022

PERF: Performant, Explicit Radiance Fields

Sverker Rasmuson, Erik Sintorn, Ulf Assarsson
Frontiers in Computer Science. Vol. 4
Journal article
2021

A low-cost, practical acquisition and rendering pipeline for real-time free-viewpoint video communication

Sverker Rasmuson, Erik Sintorn, Ulf Assarsson
Visual Computer. Vol. 37 (3), p. 553-565
Journal article
2021

Fast Analytical Motion Blur with Transparency

Mads Rönnow, Ulf Assarsson, Marco Fratarcangeli
Computers and Graphics. Vol. 95, p. 36-34
Journal article
2020

User-guided 3D reconstruction using multi-view stereo

Sverker Rasmuson, Erik Sintorn, Ulf Assarsson
Proceedings - I3D 2020: ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
Paper in proceeding
2020

UV-free Texturing using Sparse Voxel DAGs

Dan Dolonius, Erik Sintorn, Ulf Assarsson
Computer Graphics Forum. Vol. 39 (2), p. 121-132
Journal article
2020

Spherical Gaussian Light‐field Textures for Fast Precomputed Global Illumination

Roc Ramon Currius, Dan Dolonius, Ulf Assarsson et al
Computer Graphics Forum. Vol. 39 (2), p. 133-146
Journal article
2019

Compressing color data for voxelized surface geometry

Dan Dolonius, Erik Sintorn, Viktor Kämpe et al
IEEE Transactions on Visualization and Computer Graphics. Vol. 25 (2), p. 1270-1282
Journal article
2017

Compressing color data for voxelized surface geometry

Dan Dolonius, Erik Sintorn, Viktor Kämpe et al
Proceedings of the 21st ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games, p. 13:1--13:10-
Paper in proceeding
2016

Photon Splatting Using a View-Sample Cluster Hierarchy

Pierre Moreau, Erik Sintorn, Viktor Kämpe et al
High-Performance Graphics - ACM SIGGRAPH / Eurographics Symposium Proceedings, HPG. Vol. 2016-June, p. 75-85
Paper in proceeding
2016

Fast, Memory-Efficient Construction of Voxelized Shadows

Viktor Kämpe, Erik Sintorn, Dan Dolonius et al
IEEE Transactions on Visualization and Computer Graphics. Vol. 22 (10), p. 2239-2248
Journal article
2016

Exploiting coherence in time-varying voxel data

Viktor Kämpe, Sverker Rasmuson, Markus Billeter et al
Proceedings of the 20th ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games, p. 15-21
Paper in proceeding
2015

More Efficient Virtual Shadow Maps for Many Lights

Ola Olsson, Markus Billeter, Erik Sintorn et al
IEEE Transactions on Visualization and Computer Graphics. Vol. 21 (6), p. 701-713
Journal article
2015

Fast, Memory-Efficient Construction of Voxelized Shadows

Viktor Kämpe, Erik Sintorn, Ulf Assarsson
Proceedings of the 19th Symposium on Interactive 3D Graphics and Games (I3D 2015), p. 25-30
Paper in proceeding
2014

Compact Precomputed Voxelized Shadows

Erik Sintorn, Viktor Kämpe, Ola Olsson et al
ACM Transactions on Graphics. Vol. 33 (4)
Journal article
2014

Implementing efficient virtual shadow maps for many lights

Ola Olsson, Erik Sintorn, Viktor Kämpe et al
ACM SIGGRAPH 2014 Talks, SIGGRAPH 2014, p. Article number 50-
Paper in proceeding
2014

Per-Triangle Shadow Volumes Using a View-Sample Cluster Hierarchy

Erik Sintorn, Viktor Kämpe, Ola Olsson et al
Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games (I3D 2014)
Paper in proceeding
2014

Efficient Virtual Shadow Maps for Many Lights

Ola Olsson, Erik Sintorn, Viktor Kämpe et al
Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games (I3D 2014)
Paper in proceeding
2013

Efficient real-time shadows

Elmar Eisemann, Ulf Assarsson, M. Schwarz et al
ACM SIGGRAPH 2013 Courses, SIGGRAPH 2013
Paper in proceeding
2013

High Resolution Sparse Voxel DAGs

Viktor Kämpe, Erik Sintorn, Ulf Assarsson
ACM Transactions on Graphics. Vol. 32 (4)
Journal article
2013

Novel Simple Approach for Detection of Regional Perturbations of Cardiac Function in Mouse Models of Cardiovascular Disease

Yangzhen Shao, Björn Redfors, Margareta Scharin Täng et al
Echocardiography. Vol. 30 (7), p. 843-849
Journal article
2013

PDQ: Parallel Distance Queries for Deformable Meshes

Evan Shellshear, Fadi Bitar, Ulf Assarsson
Graphical Models. Vol. 75 (2), p. 69-78
Journal article
2013

Tiled Forward Shading

Markus Billeter, Ola Olsson, Ulf Assarsson
GPU Pro 4: Advanced Rendering Techniques, p. 99-114
Book chapter
2012

Efficient real-time shadows

E. Eisemann, Ulf Assarsson, M. Schwarz et al
ACM Special Interest Group on Computer Graphics and Interactive Techniques Conference, SIGGRAPH'12, Los Angeles, 5-9 August 2012
Paper in proceeding
2012

Clustered Deferred and Forward Shading

Ola Olsson, Markus Billeter, Ulf Assarsson
HPG '12: Proceedings of the Conference on High Performance Graphics 2012, p. 87-96
Paper in proceeding
2012

Tiled and clustered forward shading: supporting transparency and MSAA

Ola Olsson, Markus Billeter, Ulf Assarsson
SIGGRAPH '12: SPECIAL INTEREST GROUP ON COMPUTER GRAPHICS AND INTERACTIVE TECHNIQUES CONFERENCE, p. 37:1-
Paper in proceeding
2012

Real-Time Multiple Scattering using Light Propagation Volumes

Markus Billeter, Erik Sintorn, Ulf Assarsson
Proceedings - I3D 2012: ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games. 2012 16th ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games, I3D 2012, Costa Mesa, CA, 9-11 March 2012, p. 119-126
Paper in proceeding
2011

Real-Time Shadows

Elmar Eiseman, Michael Schwarz, Ulf Assarsson et al
Book
2011

Tiled Shading

Ola Olsson, Ulf Assarsson
Journal of graphics, gpu, & game tools. Vol. 15 (4), p. 235-251
Journal article
2011

Improved Ray Hierarchy Alias Free Shadows

Ola Olsson, Ulf Assarsson
Report
2011

An Efficient Alias-free Shadow Algorithm for Opaque and Transparent Objects using per-triangle Shadow Volumes

Erik Sintorn, Ola Olsson, Ulf Assarsson
ACM Transactions on Graphics. Vol. 30 (6), p. 1-10
Journal article
2011

An efficient alias-free shadow algorithm for opaque and transparent objects using per-triangle shadow volumes

Erik Sintorn, Ola Olsson, Ulf Assarsson
Proceedings of the 2011 SIGGRAPH Asia Conference, SA'11
Paper in proceeding
2010

Real Time Volumetric Shadows using Polygonal Light Volumes

Markus Billeter, Erik Sintorn, Ulf Assarsson
Proceedings of the Conference on High Performance Graphics, 2010, p. 39-45
Paper in proceeding
2009

Beyond programmable shading (parts I and II)

Aaron Lefohn, Mike Houston, Johan Andersson et al
ACM SIGGRAPH 2009 Courses, SIGGRAPH '09; New Orleans, LA; United States; 3 August 2009 through 7 August 2009
Paper in proceeding
2009

Efficient stream compaction on wide SIMD many-core architectures

Markus Billeter, Ola Olsson, Ulf Assarsson
Proceedings of the Conference on High Performance Graphics. Vol. 2009, p. 159-166
Paper in proceeding
2009

Dynamic Transparency for 3D Visualization: Design and Evaluation

Niklas Elmqvist, Ulf Assarsson, Philippas Tsigas
International Journal of Virtual Reality. Vol. 1 (8), p. 65-78
Journal article
2009

Hair Self Shadowing and Transparency Depth Ordering Using Occupancy maps

Erik Sintorn, Ulf Assarsson
Proceedings of the Symposium on Interactive 3D Graphics and Games (I3D 2009)
Paper in proceeding
2008

Fast Parallel GPU-Sorting Using a Hybrid Algorithm

Erik Sintorn, Ulf Assarsson
Journal of Parallel and Distributed Computing. Vol. 68 (10), p. 1381-1388
Journal article
2008

Sample Based Visibility for Soft Shadows using Alias-free Shadow Maps

Erik Sintorn, Elmar Eisemann, Ulf Assarsson
Computer Graphics Forum (Proceedings of the Eurographics Symposium on Rendering 2008). Vol. 27 (4), p. 1285-1292
Journal article
2008

Real-Time Approximate Sorting for Self Shadowing and Transparency in Hair Rendering

Erik Sintorn, Ulf Assarsson
Proceedings of the Symposium on Interactive 3D Graphics and Games (I3D 2008), p. 157-162
Paper in proceeding
2007

Efficient Stream Reduction on the GPU

David Roger, Ulf Assarsson, Nicolas Holzschuch
GPGPU 2007 - Workshop on General Purpose Processing on Graphics Processing Units
Paper in proceeding
2007

Employing Dynamic Transparency for 3D Occlusion Management: Design Issues and Evaluation

Niklas Elmqvist, Ulf Assarsson, Philippas Tsigas
Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics). Vol. 4662, p. 532 - 545
Paper in proceeding
2007

Whitted Ray-Tracing for Dynamic Scenes using a Ray-Space Hierarchy on the GPU

David Roger, Ulf Assarsson, Nicolas Holzschuch
Rendering Techniques 2007 (Proceedings of the Eurographics Symposium on Rendering)
Journal article
2007

Fast Parallel GPU-Sorting Using a Hybrid Algorithm

Erik Sintorn, Ulf Assarsson
GPGPU 2007 - Workshop on General Purpose Processing on Graphics Processing Units
Paper in proceeding
2006

Fast Precomputed Ambient Occlusion for Proximity Shadows

Mattias Malmer, Fredrik Malmer, Ulf Assarsson et al
Journal of Graphics Tools. Vol. Vol 12 (2), p. 59-71
Journal article
2006

Image-Space Dynamic Transparency for Improved Object Discovery in 3D Environments

Ulf Assarsson, Niklas Elmqvist, Philippas Tsigas
Report
2005

Soft Shadow Volumes for Ray Tracing

Samuli Laine, Timo Aila, Ulf Assarsson et al
ACM Transactions on Graphics (SIGGRAPH 2005). Vol. 24 (3), p. 1156--1165-
Journal article
2004

Occlusion Culling and Z-fail for Soft Shadow Volume Algorithms

Ulf Assarsson, Tomas Akenine-Möller
Visual Computer. Vol. 20 (8-9), p. 601-612
Journal article
2003

A Real-Time Soft Shadow Volume Algorithm

Ulf Assarsson
Doctoral thesis
2003

A Geometry-based Soft Shadow Volume Algorithm using Graphics Hardware

Ulf Assarsson, Tomas Akenine-Möller
ACM Transactions on Graphics. Vol. 22 (3), p. 511-520
Paper in proceeding
2003

On the Degree of Vertices in a Shadow Volume Silhouette

Tomas Akenine-Möller, Ulf Assarsson
Journal of Graphics Tools. Vol. 8 (4), p. 21-24
Journal article
2003

An Optimized Soft Shadow Volume Algorithm with Real-Time Performance

Ulf Assarsson, M. Dougherty, M. Mounier et al
Proceedings of the SIGGRAPH/ Eurographics Workshop on Graphics Hardware, San Diego, 26-27 July 2003, p. 33-40
Paper in proceeding
2002

Approximate Soft Shadows on Arbitrary Surfaces using Penumbra Wedges

Tomas Akenine-Möller, Ulf Assarsson
EGRW '02 Proceedings of the 13th Eurographics workshop on Rendering, p. 297-306
Paper in proceeding

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Showing 2 research projects

2015–2018

ACE: Approximate Algorithms and Computing Systems

Per Stenström Computer Engineering (Chalmers)
Johan Karlsson Computer Science and Engineering (Chalmers)
Sally A McKee Computer Engineering (Chalmers)
Ulf Assarsson Computer Engineering (Chalmers)
Ioannis Sourdis Computer Engineering (Chalmers)
Devdatt Dubhashi Computing Science (Chalmers)
Christos Dimitrakakis Computing Science (Chalmers)
Alexandra Angerd Computer Engineering (Chalmers)
Jacob Lidman Computer Engineering (Chalmers)
Behrooz Sangchoolie Computer Engineering (Chalmers)
Fatemeh Ayatolahi Computer Engineering (Chalmers)
Albin Eldstål Damlin Computer Engineering (Chalmers)
Miquel Pericas Computer Engineering (Chalmers)
Erik Sintorn Computer Engineering (Chalmers)
Swedish Research Council (VR)

9 publications exist
2014–2021

Real-time Photo-realistic Rendering

Ulf Assarsson Computer Engineering (Chalmers)
Roc Ramon Currius Embedded Electronics Systems and Computer Graphics
Swedish Research Council (VR)

6 publications exist
There might be more projects where Ulf Assarsson participates, but you have to be logged in as a Chalmers employee to see them.