Tomas Akenine-Möller

According to our database1, Tomas Akenine-Möller authored at least 89 papers between 1997 and 2017.

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

Timeline

Legend:

Book 
In proceedings 
Article 
PhD thesis 
Other 

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On csauthors.net:

Bibliography

2017
Time-Continuous Quasi-Monte Carlo Ray Tracing.
Comput. Graph. Forum, 2017

Ray Accelerator: Efficient and Flexible Ray Tracing on a Heterogeneous Architecture.
Comput. Graph. Forum, 2017

2016
Texture space caching and reconstruction for ray tracing.
ACM Trans. Graph., 2016

Watertight ray traversal with reduced precision.
Proceedings of High Performance Graphics, 2016

Comparison of projection methods for rendering virtual reality.
Proceedings of High Performance Graphics, 2016

Masked software occlusion culling.
Proceedings of High Performance Graphics, 2016

2015
A performance and energy evaluation of many-light rendering algorithms.
The Visual Computer, 2015

Masked depth culling for graphics hardware.
ACM Trans. Graph., 2015

Filtered Stochastic Shadow Mapping Using a Layered Approach.
Comput. Graph. Forum, 2015

Pixel Merge Unit.
Proceedings of the Eurographics 2015 - Short Papers, Zurich, Switzerland, May 4-8, 2015., 2015

Perception of highlight disparity at a distance in consumer head-mounted displays.
Proceedings of the 7th Conference on High-Performance Graphics, 2015

2014
AMFS: adaptive multi-frequency shading for future graphics processors.
ACM Trans. Graph., 2014

Dynamic ray stream traversal.
ACM Trans. Graph., 2014

Layered Reconstruction for Defocus and Motion Blur.
Comput. Graph. Forum, 2014

Adaptive texture space shading for stochastic rendering.
Comput. Graph. Forum, 2014

Coarse Pixel Shading.
Proceedings of the High-Performance Graphics 2014, Lyon, France, 2014. Proceedings, 2014

2013
A4: asynchronous adaptive anti-aliasing using shared memory.
ACM Trans. Graph., 2013

Stochastic Depth Buffer Compression using Generalized Plane Encoding.
Comput. Graph. Forum, 2013

Theory and Analysis of Higher-Order Motion Blur Rasterization.
Proceedings of the High-Performance Graphics 2013, 2013

2012
High-quality curve rendering using line sampled visibility.
ACM Trans. Graph., 2012

Per-Vertex Defocus Blur for Stochastic Rasterization.
Comput. Graph. Forum, 2012

Efficient Depth of Field Rasterization Using a Tile Test Based on Half-Space Culling.
Comput. Graph. Forum, 2012

Hyperplane Culling for Stochastic Rasterization.
Proceedings of the Eurographics 2012, 2012

Design and Novel Uses of Higher-Dimensional Rasterization.
Proceedings of the EUROGRAPHICS Conference on High Performance Graphics 2012, 2012

Power Efficiency for Software Algorithms Running on Graphics Processors.
Proceedings of the EUROGRAPHICS Conference on High Performance Graphics 2012, 2012

2011
Efficient multi-view ray tracing using edge detection and shader reuse.
The Visual Computer, 2011

High-quality spatio-temporal rendering using semi-analytical visibility.
ACM Trans. Graph., 2011

Hierarchical Stochastic Motion Blur Rasterization.
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS Conference on High Performance Graphics 2011, 2011

Depth Buffer Compression for Stochastic Motion Blur Rasterization.
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS Conference on High Performance Graphics 2011, 2011

2010
Error-bounded lossy compression of floating-point color buffers using quadtree decomposition.
The Visual Computer, 2010

Backface Culling for Motion Blur and Depth of Field.
J. Graphics, GPU, & Game Tools, 2010

An Optimizing Compiler for Automatic Shader Bounding.
Comput. Graph. Forum, 2010

Texture compression of light maps using smooth profile functions.
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS Conference on High Performance Graphics 2010, 2010

Efficient bounding of displaced Bézier patches.
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS Conference on High Performance Graphics 2010, 2010

Analytical motion blur rasterization with compression.
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS Conference on High Performance Graphics 2010, 2010

2009
Automatic pre-tessellation culling.
ACM Trans. Graph., 2009

Bounding Volume Hierarchies of Slab Cut Balls.
Comput. Graph. Forum, 2009

2008
Graphics Processing Units for Handhelds.
Proceedings of the IEEE, 2008

Practical HDR Texture Compression.
Comput. Graph. Forum, 2008

Exploiting Visibility Correlation in Direct Illumination.
Comput. Graph. Forum, 2008

Practical Product Importance Sampling for Direct Illumination.
Comput. Graph. Forum, 2008

The State of the Art in Mobile Graphics Research.
IEEE Computer Graphics and Applications, 2008

Floating-Point Buffer Compression in a Unified Codec Architecture.
Proceedings of the EUROGRAPHICS/ACM SIGGRAPH Conference on Graphics Hardware 2008, 2008

Non-Uniform Fractional Tessellation.
Proceedings of the EUROGRAPHICS/ACM SIGGRAPH Conference on Graphics Hardware 2008, 2008

Real-time rendering, 3rd Edition.
Peters, ISBN: 9781568814247, 2008

2007
PCU: the programmable culling unit.
ACM Trans. Graph., 2007

On Faster Sphere-Box Overlap Testing.
J. Graphics Tools, 2007

Textured Shadow Volumes.
J. Graphics Tools, 2007

Exact and error-bounded approximate color buffer compression and decompression.
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS Conference on Graphics Hardware 2007, 2007

Tight frame normal map compression.
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS Conference on Graphics Hardware 2007, 2007

Stochastic rasterization using time-continuous triangles.
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS Conference on Graphics Hardware 2007, 2007

2006
High dynamic range texture compression for graphics hardware.
ACM Trans. Graph., 2006

A dynamic bounding volume hierarchy for generalized collision detection.
Computers & Graphics, 2006

Compressing dynamically generated textures on the GPU.
Proceedings of the 33. International Conference on Computer Graphics and Interactive Techniques, 2006

An Efficient Multi-View Rasterization Architecture.
Proceedings of the Eurographics Symposium on Rendering Techniques, Nicosia, Cyprus, 2006, 2006

High Quality Normal Map Compression.
Proceedings of the 21st ACM SIGGRAPH/EUROGRAPHICS symposium on Graphics hardware, 2006

Efficient Depth Buffer Compression.
Proceedings of the 21st ACM SIGGRAPH/EUROGRAPHICS symposium on Graphics hardware, 2006

2005
Soft shadow volumes for ray tracing.
ACM Trans. Graph., 2005

Precomputed local radiance transfer for real-time lighting design.
ACM Trans. Graph., 2005

Wavelet importance sampling: efficiently evaluating products of complex functions.
ACM Trans. Graph., 2005

An Evaluation Framework for Ray-Triangle Intersection Algorithms.
J. Graphics Tools, 2005

Conservative and Tiled Rasterization Using a Modified Triangle Set-Up.
J. Graphics Tools, 2005

A Family of Inexpensive Sampling Schemes.
Comput. Graph. Forum, 2005

Fast, minimum storage ray/triangle intersection.
Proceedings of the 32. International Conference on Computer Graphics and Interactive Techniques, 2005

Fast 3D triangle-box overlap testing.
Proceedings of the 32. International Conference on Computer Graphics and Interactive Techniques, 2005

Interactive rendering of caustics using interpolated warped volumes.
Proceedings of the Graphics Interface 2005 Conference, 2005

iPACKMAN: high-quality, low-complexity texture compression for mobile phones.
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS Symposium on Graphics Hardware 2005, 2005

2004
Occlusion culling and z-fail for soft shadow volume algorithms.
The Visual Computer, 2004

PACKMAN: texture compression for mobile phones.
Proceedings of the 31. International Conference on Computer Graphics and Interactive Techniques, 2004

Real-time shadowing techniques.
Proceedings of the 31. International Conference on Computer Graphics and Interactive Techniques, 2004

A hierarchical shadow volume algorithm.
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS Symposium on Graphics Hardware 2004, 2004

2003
Efficient collision detection for models deformed by morphing.
The Visual Computer, 2003

A geometry-based soft shadow volume algorithm using graphics hardware.
ACM Trans. Graph., 2003

Graphics for the masses: a hardware rasterization architecture for mobile phones.
ACM Trans. Graph., 2003

On the Degree of Vertices in a Shadow Volume Silhouette.
J. Graphics, GPU, & Game Tools, 2003

Editor's Note.
J. Graphics, GPU, & Game Tools, 2003

An optimized soft shadow volume algorithm with real-time performance.
Proceedings of the 2003 ACM SIGGRAPH/EUROGRAPHICS Workshop on Graphics Hardware, 2003

2002
Approximate Soft Shadows on Arbitrary Surfaces using Penumbra Wedges.
Proceedings of the 13th Eurographics Workshop on Rendering Techniques, 2002

Real-time rendering, 2nd Edition.
A K Peters, ISBN: 978-1-56881-182-6, 2002

2001
Fast 3D Triangle-Box Overlap Testing.
J. Graphics, GPU, & Game Tools, 2001

A Benchmark for Animated Ray Tracing.
IEEE Computer Graphics and Applications, 2001

Occlusion horizons for driving through urban scenery.
Proceedings of the 2001 Symposium on Interactive 3D Graphics, 2001

2000
Optimized View Frustum Culling Algorithms for Bounding Boxes.
J. Graphics, GPU, & Game Tools, 2000

1999
Efficiently Building a Matrix to Rotate One Vector to Another.
J. Graphics, GPU, & Game Tools, 1999

Building an Orthonormal Basis from a Unit Vector.
J. Graphics, GPU, & Game Tools, 1999

Real-time rendering.
A K Peters, ISBN: 978-1-56881-101-7, 1999

1998
Real-Time Algorithms and Intersection Test Methods for Computer Graphics.
PhD thesis, 1998

1997
Fast, Minimum Storage Ray-Triangle Intersection.
J. Graphics, GPU, & Game Tools, 1997

A Fast Triangle-Triangle Intersection Test.
J. Graphics, GPU, & Game Tools, 1997


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