Ulf Assarsson

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

Link to personal page

Källa: chalmers.se

Visar 46 publikationer

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

PDQ: Parallel Distance Queries for Deformable Meshes

Evan Shellshear, Fadi Bitar, Ulf Assarsson
Graphical Models. Vol. 75 (2), p. 69-78
Artikel i vetenskaplig tidskrift
2013

High Resolution Sparse Voxel DAGs

Viktor Kämpe, Erik Sintorn, Ulf Assarsson
ACM Transactions on Graphics. Vol. 32 (4)
Artikel i vetenskaplig tidskrift
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
Artikel i vetenskaplig tidskrift
2013

Tiled Forward Shading

Markus Billeter, Ola Olsson, Ulf Assarsson
GPU Pro 4: Advanced Rendering Techniques, p. 99-114
Kapitel i bok
2013

Efficient real-time shadows

Elmar Eisemann, Ulf Assarsson, M. Schwarz et al
ACM SIGGRAPH 2013 Courses, SIGGRAPH 2013
Paper i proceeding
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 i 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 i 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 i 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 i proceeding
2011

Real-Time Shadows

Elmar Eiseman, Michael Schwarz, Ulf Assarsson et al
Bok
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

Improved Ray Hierarchy Alias Free Shadows

Ola Olsson, Ulf Assarsson
Rapport
2011

Tiled Shading

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

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

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
Artikel i vetenskaplig tidskrift
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
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 i 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 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
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 i 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)
Artikel i vetenskaplig tidskrift
2007

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

Niklas Elmqvist, Ulf Assarsson, Philippas Tsigas
Lecture Notes in Computer Science. Vol. 4662, p. 532 - 545
Paper i 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
Artikel i vetenskaplig tidskrift
2006

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

Ulf Assarsson, Niklas Elmqvist, Philippas Tsigas
Rapport
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-
Artikel i vetenskaplig tidskrift
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
Artikel i vetenskaplig tidskrift
2003

A Real-Time Soft Shadow Volume Algorithm

Ulf Assarsson
Doktorsavhandling
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
Artikel i vetenskaplig tidskrift
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 i proceeding
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 i 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 i proceeding

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Visar 2 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)

2014–2021

Fotorealistisk rendering för realtid

Ulf Assarsson Datorteknik
Vetenskapsrådet (VR)

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