Erik Sintorn

Orcid: 0000-0003-3784-3936

According to our database1, Erik Sintorn authored at least 32 papers between 2008 and 2022.

Collaborative distances:
  • Dijkstra number2 of four.
  • Erdős number3 of four.

Timeline

Legend:

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PhD thesis 
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Links

On csauthors.net:

Bibliography

2022
Real-Time Hair Filtering with Convolutional Neural Networks.
Proc. ACM Comput. Graph. Interact. Tech., 2022

PERF: Performant, Explicit Radiance Fields.
Frontiers Comput. Sci., 2022

Addressing the Shape-Radiance Ambiguity in View-Dependent Radiance Fields.
CoRR, 2022

GBDI: Going Beyond Base-Delta-Immediate Compression with Global Bases.
Proceedings of the IEEE International Symposium on High-Performance Computer Architecture, 2022

2021
A low-cost, practical acquisition and rendering pipeline for real-time free-viewpoint video communication.
Vis. Comput., 2021

Path Verification for Dynamic Indirect Illumination.
CoRR, 2021

2020
UV-free Texturing using Sparse Voxel DAGs.
Comput. Graph. Forum, 2020

Spherical Gaussian Light-field Textures for Fast Precomputed Global Illumination.
Comput. Graph. Forum, 2020

User-guided 3D reconstruction using multi-view stereo.
Proceedings of the I3D '20: Symposium on Interactive 3D Graphics and Games, 2020

A GPU Register File using Static Data Compression.
Proceedings of the ICPP 2020: 49th International Conference on Parallel Processing, 2020

2019
Compressing Color Data for Voxelized Surface Geometry.
IEEE Trans. Vis. Comput. Graph., 2019

2018
Voxel DAGs and Multiresolution Hierarchies: From Large-Scale Scenes to Pre-computed Shadows.
Proceedings of the 39th Annual Conference of the European Association for Computer Graphics, 2018

2017
A Framework for Automated and Controlled Floating-Point Accuracy Reduction in Graphics Applications on GPUs.
ACM Trans. Archit. Code Optim., 2017

2016
Fast, Memory-Efficient Construction of Voxelized Shadows.
IEEE Trans. Vis. Comput. Graph., 2016

Exploiting coherence in time-varying voxel data.
Proceedings of the 20th ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games, 2016

Photon splatting using a view-sample cluster hierarchy.
Proceedings of High Performance Graphics, 2016

2015
More Efficient Virtual Shadow Maps for Many Lights.
IEEE Trans. Vis. Comput. Graph., 2015

Fast, memory-efficient construction of voxelized shadows.
Proceedings of the 19th Symposium on Interactive 3D Graphics and Games, San Francisco, CA, USA, February 27, 2015

2014
Compact precomputed voxelized shadows.
ACM Trans. Graph., 2014

Implementing efficient virtual shadow maps for many lights.
Proceedings of the Special Interest Group on Computer Graphics and Interactive Techniques Conference, 2014

Per-triangle shadow volumes using a view-sample cluster hierarchy.
Proceedings of the Symposium on Interactive 3D Graphics and Games, 2014

Efficient virtual shadow maps for many lights.
Proceedings of the Symposium on Interactive 3D Graphics and Games, 2014

2013
High resolution sparse voxel DAGs.
ACM Trans. Graph., 2013

Message from the Editors: SIGRAD 2014 Special Issue of the <i>Journal of Graphics Tools</i>.
J. Graph. Tools, 2013

2012
Real-time multiple scattering using light propagation volumes.
Proceedings of the Symposium on Interactive 3D Graphics and Games, 2012

2011
Stochastic Transparency.
IEEE Trans. Vis. Comput. Graph., 2011

An efficient alias-free shadow algorithm for opaque and transparent objects using per-triangle shadow volumes.
ACM Trans. Graph., 2011

2010
Real time volumetric shadows using polygonal light volumes.
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS Conference on High Performance Graphics 2010, 2010

2009
Hair self shadowing and transparency depth ordering using occupancy maps.
Proceedings of the 2009 Symposium on Interactive 3D Graphics, 2009

2008
Fast parallel GPU-sorting using a hybrid algorithm.
J. Parallel Distributed Comput., 2008

Sample Based Visibility for Soft Shadows using Alias-free Shadow Maps.
Comput. Graph. Forum, 2008

Real-time approximate sorting for self shadowing and transparency in hair rendering.
Proceedings of the 2008 Symposium on Interactive 3D Graphics, 2008


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