Erik Sintorn

Forskarassistent vid Chalmers, Data- och informationsteknik, Datorteknik, Real-time and Computer Graphics Systems

Visar 25 publikationer

2017

A Framework for Automated and Controlled Floating-Point Accuracy Reduction in Graphics Applications on GPUs

Alexandra Angerd, Erik Sintorn, Per Stenström
Transactions on Architecture and Code Optimization. Vol. 14 (4)
Artikel i vetenskaplig tidskrift
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 i proceeding
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 i proceeding
2016

Photon Splatting Using a View-Sample Cluster Hierarchy

Pierre Moreau, Erik Sintorn, Viktor Kämpe et al
HPG '16: Proceedings of the 8th High-Performance Graphics Conference, p. 75-85
Paper i 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
Artikel i vetenskaplig tidskrift
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
Artikel i vetenskaplig tidskrift
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 i proceeding
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 i 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 i 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 i proceeding
2014

Compact Precomputed Voxelized Shadows

Erik Sintorn, Viktor Kämpe, Ola Olsson et al
ACM Transactions on Graphics. Vol. 33 (4)
Artikel i vetenskaplig tidskrift
2013

Efficient real-time visibility testing

Erik Sintorn
Doktorsavhandling
2013

High Resolution Sparse Voxel DAGs

Viktor Kämpe, Erik Sintorn, Ulf Assarsson
ACM Transactions on Graphics. Vol. 32 (4)
Artikel i vetenskaplig tidskrift
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 i proceeding
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
Artikel i vetenskaplig tidskrift
2011

Stochastic Transparency

E. Enderton, Erik Sintorn, P. Shirley et al
IEEE Transactions on Visualization and Computer Graphics. Vol. 17 (8), p. 1036-1047
Artikel i vetenskaplig tidskrift
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 i proceeding
2010

Stochastic Transparency

E. Enderton, Erik Sintorn, P. Shirley et al
Proceedings of the 2010 ACM SIGGRAPH symposium on Interactive 3D Graphics and Games, p. 157-164
Paper i 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 i proceeding
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 i proceeding
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 i 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
Artikel i vetenskaplig tidskrift
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
Artikel i vetenskaplig tidskrift
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 i proceeding

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Visar 1 forskningsprojekt

2015–2018

ACE: Approximativa algoritmer och datorsystem

Per Stenström Datorteknik
Johan Karlsson Data- och informationsteknik
Sally A McKee Datorteknik
Ulf Assarsson Datorteknik
Ioannis Sourdis Datorteknik
Devdatt Dubhashi Datavetenskap
Christos Dimitrakakis Datavetenskap
Alexandra Angerd Datorteknik
Jacob Lidman Datorteknik
Behrooz Sangchoolie Datorteknik
Fatemeh Ayatolahi Datorteknik
Albin Eldstål Damlin Datorteknik
Miquel Pericas Datorteknik
Erik Sintorn Datorteknik
Vetenskapsrådet (VR)

Det kan finnas fler projekt där Erik Sintorn medverkar, men du måste vara inloggad som anställd på Chalmers för att kunna se dem.