Fast Bitmap stretching. - Tomas Möller (Graphics Gems III, 1992)

A Fast Triangle-Triangle Intersection Test. - Tomas Möller (J. Graphics, GPU, & Game Tools, 1997)

Fast, Minimum Storage Ray-Triangle Intersection. - Tomas Möller; Ben Trumbore (J. Graphics, GPU, & Game Tools, 1997)

Real-Time Algorithms and Intersection Test Methods for Computer Graphics. - Tomas Möller (1998)

Real-time rendering. - Tomas Möller; Eric Haines (A K Peters, 1999)

Building an Orthonormal Basis from a Unit Vector. - John F. Hughes; Tomas Möller (J. Graphics, GPU, & Game Tools, 1999)

Efficiently Building a Matrix to Rotate One Vector to Another. - Tomas Möller; John F. Hughes (J. Graphics, GPU, & Game Tools, 1999)

Optimized View Frustum Culling Algorithms for Bounding Boxes. - Ulf Assarsson; Tomas Möller (J. Graphics, GPU, & Game Tools, 2000)

Collision Detection for Continuously Deforming Bodies. - Thomas Larsson; Tomas Akenine-Möller (Eurographics (Short Presentations), 2001)

Towards Rapid Reconstruction for Animated Ray Tracing. - Jonas Lext; Tomas Akenine-Möller (Eurographics (Short Presentations), 2001)

Occlusion horizons for driving through urban scenery. - Laura Downs; Tomas Möller; Carlo H. Séquin (SI3D, 2001)

A Benchmark for Animated Ray Tracing. - Jonas Lext; Ulf Assarsson; Tomas Möller (IEEE Computer Graphics and Applications, 2001)

Fast 3D Triangle-Box Overlap Testing. - Tomas Akenine-Möller (J. Graphics, GPU, & Game Tools, 2001)

Real-time rendering, 2nd Edition. - Tomas Akenine-Möller; Eric Haines (A K Peters, 2002)

Approximate Soft Shadows on Arbitrary Surfaces using Penumbra Wedges. - Tomas Akenine-Möller; Ulf Assarsson (Rendering Techniques, 2002)

An optimized soft shadow volume algorithm with real-time performance. - Ulf Assarsson; Michael Dougherty; Michael Mounier; Tomas Akenine-Möller (Graphics Hardware, 2003)

Editor's Note. - Tomas Akenine-Möller (J. Graphics, GPU, & Game Tools, 2003)

On the Degree of Vertices in a Shadow Volume Silhouette. - Tomas Akenine-Möller; Ulf Assarsson (J. Graphics, GPU, & Game Tools, 2003)

Graphics for the masses: a hardware rasterization architecture for mobile phones. - Tomas Akenine-Möller; Jacob Ström (ACM Trans. Graph., 2003)

A geometry-based soft shadow volume algorithm using graphics hardware. - Ulf Assarsson; Tomas Akenine-Möller (ACM Trans. Graph., 2003)

Efficient collision detection for models deformed by morphing. - Thomas Larsson; Tomas Akenine-Möller (Vis. Comput., 2003)

A hierarchical shadow volume algorithm. - Timo Aila; Tomas Akenine-Möller (Graphics Hardware, 2004)

Real-time shadowing techniques. - Tomas Akenine-Möller; Eric R. Chan; Wolfgang Heidrich; Jan Kautz; Mark J. Kilgard; Marc Stamminger (SIGGRAPH Course Notes, 2004)

PACKMAN: texture compression for mobile phones. - Jacob Ström; Tomas Akenine-Möller (SIGGRAPH Sketches, 2004)

Occlusion culling and z-fail for soft shadow volume algorithms. - Ulf Assarsson; Tomas Akenine-Möller (Vis. Comput., 2004)

iPACKMAN: high-quality, low-complexity texture compression for mobile phones. - Jacob Ström; Tomas Akenine-Möller (Graphics Hardware, 2005)

Interactive rendering of caustics using interpolated warped volumes. - Manfred Ernst; Tomas Akenine-Möller; Henrik Wann Jensen (Graphics Interface, 2005)

A Family of Inexpensive Sampling Schemes. - Jon Hasselgren; Tomas Akenine-Möller; Samuli Laine (Comput. Graph. Forum, 2005)

Conservative and Tiled Rasterization Using a Modified Triangle Set-Up. - Tomas Akenine-Möller; Timo Aila (J. Graph. Tools, 2005)

An Evaluation Framework for Ray-Triangle Intersection Algorithms. - Marta Löfstedt; Tomas Akenine-Möller (J. Graph. Tools, 2005)

Wavelet importance sampling: efficiently evaluating products of complex functions. - Petrik Clarberg; Wojciech Jarosz; Tomas Akenine-Möller; Henrik Wann Jensen (ACM Trans. Graph., 2005)

Precomputed local radiance transfer for real-time lighting design. - Anders Wang Kristensen; Tomas Akenine-Möller; Henrik Wann Jensen (ACM Trans. Graph., 2005)

Soft shadow volumes for ray tracing. - Samuli Laine; Timo Aila; Ulf Assarsson; Jaakko Lehtinen; Tomas Akenine-Möller (ACM Trans. Graph., 2005)

Efficient Depth Buffer Compression. - Jon Hasselgren; Tomas Akenine-Möller (Graphics Hardware, 2006)

High Quality Normal Map Compression. - Jacob Munkberg; Tomas Akenine-Möller; Jacob Ström (Graphics Hardware, 2006)

An Efficient Multi-View Rasterization Architecture. - Jon Hasselgren; Tomas Akenine-Möller (Rendering Techniques, 2006)

Compressing dynamically generated textures on the GPU. - Oskar Alexandersson; Christoffer Gurell; Tomas Akenine-Möller (SIGGRAPH Sketches, 2006)

A dynamic bounding volume hierarchy for generalized collision detection. - Thomas Larsson; Tomas Akenine-Möller (Comput. Graph., 2006)

High dynamic range texture compression for graphics hardware. - Jacob Munkberg; Petrik Clarberg; Jon Hasselgren; Tomas Akenine-Möller (ACM Trans. Graph., 2006)

Stochastic rasterization using time-continuous triangles. - Tomas Akenine-Möller; Jacob Munkberg; Jon Hasselgren (Graphics Hardware, 2007)

Tight frame normal map compression. - Jacob Munkberg; Ola Olsson; Jacob Ström; Tomas Akenine-Möller (Graphics Hardware, 2007)

Exact and error-bounded approximate color buffer compression and decompression. - Jim Rasmusson; Jon Hasselgren; Tomas Akenine-Möller (Graphics Hardware, 2007)

Textured Shadow Volumes. - Jon Hasselgren; Tomas Akenine-Möller (J. Graph. Tools, 2007)

On Faster Sphere-Box Overlap Testing. - Thomas Larsson; Tomas Akenine-Möller; Eric Lengyel (J. Graph. Tools, 2007)

PCU: the programmable culling unit. - Jon Hasselgren; Tomas Akenine-Möller (ACM Trans. Graph., 2007)

Real-time rendering, 3rd Edition. - Tomas Möller; Eric Haines; Nathaniel Hoffman (Peters, 2008)

Non-Uniform Fractional Tessellation. - Jacob Munkberg; Jon Hasselgren; Tomas Akenine-Möller (Graphics Hardware, 2008)

Floating-Point Buffer Compression in a Unified Codec Architecture. - Jacob Ström; Per Wennersten; Jim Rasmusson; Jon Hasselgren; Jacob Munkberg; Petrik Clarberg; Tomas Akenine-Möller (Graphics Hardware, 2008)

The State of the Art in Mobile Graphics Research. - Tolga K. Çapin; Kari Pulli; Tomas Akenine-Möller (IEEE Computer Graphics and Applications, 2008)

Practical Product Importance Sampling for Direct Illumination. - Petrik Clarberg; Tomas Akenine-Möller (Comput. Graph. Forum, 2008)

Exploiting Visibility Correlation in Direct Illumination. - Petrik Clarberg; Tomas Akenine-Möller (Comput. Graph. Forum, 2008)

Practical HDR Texture Compression. - Jacob Munkberg; Petrik Clarberg; Jon Hasselgren; Tomas Akenine-Möller (Comput. Graph. Forum, 2008)

Graphics Processing Units for Handhelds. - Tomas Akenine-Möller; Jacob Ström (Proc. IEEE, 2008)

Bounding Volume Hierarchies of Slab Cut Balls. - Thomas Larsson; Tomas Akenine-Möller (Comput. Graph. Forum, 2009)

Automatic pre-tessellation culling. - Jon Hasselgren; Jacob Munkberg; Tomas Akenine-Möller (ACM Trans. Graph., 2009)

Analytical motion blur rasterization with compression. - Carl Johan Gribel; Michael C. Doggett; Tomas Akenine-Möller (High Performance Graphics, 2010)

Efficient bounding of displaced Bézier patches. - Jacob Munkberg; Jon Hasselgren; Robert Toth; Tomas Akenine-Möller (High Performance Graphics, 2010)

Texture compression of light maps using smooth profile functions. - Jim Rasmusson; Jacob Ström; Per Wennersten; Michael C. Doggett; Tomas Akenine-Möller (High Performance Graphics, 2010)

An Optimizing Compiler for Automatic Shader Bounding. - Petrik Clarberg; Robert Toth; Jon Hasselgren; Tomas Akenine-Möller (Comput. Graph. Forum, 2010)

Backface Culling for Motion Blur and Depth of Field. - Jacob Munkberg; Tomas Akenine-Möller (J. Graphics, GPU, & Game Tools, 2010)

Error-bounded lossy compression of floating-point color buffers using quadtree decomposition. - Jim Rasmusson; Jacob Ström; Tomas Akenine-Möller (Vis. Comput., 2010)

Depth Buffer Compression for Stochastic Motion Blur Rasterization. - Magnus Andersson; Jon Hasselgren; Tomas Akenine-Möller (High Performance Graphics, 2011)

Hierarchical Stochastic Motion Blur Rasterization. - Jacob Munkberg; Petrik Clarberg; Jon Hasselgren; Robert Toth; Masamichi Sugihara; Tomas Akenine-Möller (High Performance Graphics, 2011)

High-quality spatio-temporal rendering using semi-analytical visibility. - Carl Johan Gribel; Rasmus Barringer; Tomas Akenine-Möller (ACM Trans. Graph., 2011)

Efficient multi-view ray tracing using edge detection and shader reuse. - Magnus Andersson; Björn Johnsson; Jacob Munkberg; Petrik Clarberg; Jon Hasselgren; Tomas Akenine-Möller (Vis. Comput., 2011)

Power Efficiency for Software Algorithms Running on Graphics Processors. - Björn Johnsson; Per Ganestam; Michael C. Doggett; Tomas Akenine-Möller (High Performance Graphics, 2012)

Design and Novel Uses of Higher-Dimensional Rasterization. - Jim Nilsson; Petrik Clarberg; Björn Johnsson; Jacob Munkberg; Jon Hasselgren; Robert Toth; Marco Salvi; Tomas Akenine-Möller (High Performance Graphics, 2012)

Hyperplane Culling for Stochastic Rasterization. - Jacob Munkberg; Tomas Akenine-Möller (Eurographics (Short Papers), 2012)

Efficient Depth of Field Rasterization Using a Tile Test Based on Half-Space Culling. - Tomas Akenine-Möller; Robert Toth; Jacob Munkberg; Jon Hasselgren (Comput. Graph. Forum, 2012)

Per-Vertex Defocus Blur for Stochastic Rasterization. - Jacob Munkberg; Robert Toth; Tomas Akenine-Möller (Comput. Graph. Forum, 2012)

High-quality curve rendering using line sampled visibility. - Rasmus Barringer; Carl Johan Gribel; Tomas Akenine-Möller (ACM Trans. Graph., 2012)

Theory and Analysis of Higher-Order Motion Blur Rasterization. - Carl Johan Gribel; Jacob Munkberg; Jon Hasselgren; Tomas Akenine-Möller (High Performance Graphics, 2013)

Stochastic Depth Buffer Compression using Generalized Plane Encoding. - Magnus Andersson; Jacob Munkberg; Tomas Akenine-Möller (Comput. Graph. Forum, 2013)

A4: asynchronous adaptive anti-aliasing using shared memory. - Rasmus Barringer; Tomas Akenine-Möller (ACM Trans. Graph., 2013)

Coarse Pixel Shading. - Karthik Vaidyanathan; Marco Salvi; Robert Toth; Theresa Foley; Tomas Akenine-Möller; Jim Nilsson; Jacob Munkberg; Jon Hasselgren; Masamichi Sugihara; Petrik Clarberg; Tomasz Janczak; Aaron E. Lefohn (High Performance Graphics, 2014)

Adaptive texture space shading for stochastic rendering. - Magnus Andersson; Jon Hasselgren; Robert Toth; Tomas Akenine-Möller (Comput. Graph. Forum, 2014)

Layered Reconstruction for Defocus and Motion Blur. - Jacob Munkberg; Karthik Vaidyanathan; Jon Hasselgren; Petrik Clarberg; Tomas Akenine-Möller (Comput. Graph. Forum, 2014)

Dynamic ray stream traversal. - Rasmus Barringer; Tomas Akenine-Möller (ACM Trans. Graph., 2014)

AMFS: adaptive multi-frequency shading for future graphics processors. - Petrik Clarberg; Robert Toth; Jon Hasselgren; Jim Nilsson; Tomas Akenine-Möller (ACM Trans. Graph., 2014)

Perception of highlight disparity at a distance in consumer head-mounted displays. - Robert Toth; Jon Hasselgren; Tomas Akenine-Möller (High Performance Graphics, 2015)

Pixel Merge Unit. - Rahul Sathe; Tomas Akenine-Möller (Eurographics (Short Papers), 2015)

Filtered Stochastic Shadow Mapping Using a Layered Approach. - Magnus Andersson; Jon Hasselgren; Jacob Munkberg; Tomas Akenine-Möller (Comput. Graph. Forum, 2015)

Masked depth culling for graphics hardware. - Magnus Andersson; Jon Hasselgren; Tomas Akenine-Möller (ACM Trans. Graph., 2015)

A performance and energy evaluation of many-light rendering algorithms. - Björn Johnsson; Tomas Akenine-Möller (Vis. Comput., 2015)

Masked software occlusion culling. - Jon Hasselgren; Magnus Andersson; Tomas Akenine-Möller (High Performance Graphics, 2016)

Comparison of projection methods for rendering virtual reality. - Robert Toth; Jim Nilsson; Tomas Akenine-Möller (High Performance Graphics, 2016)

Watertight ray traversal with reduced precision. - Karthikeyan Vaidyanathan; Tomas Akenine-Möller; Marco Salvi (High Performance Graphics, 2016)

Texture space caching and reconstruction for ray tracing. - Jacob Munkberg; Jon Hasselgren; Petrik Clarberg; Magnus Andersson; Tomas Akenine-Möller (ACM Trans. Graph., 2016)

Ray Accelerator: Efficient and Flexible Ray Tracing on a Heterogeneous Architecture. - Rasmus Barringer; Magnus Andersson; Tomas Akenine-Möller (Comput. Graph. Forum, 2017)

Time-Continuous Quasi-Monte Carlo Ray Tracing. - Carl Johan Gribel; Tomas Akenine-Möller (Comput. Graph. Forum, 2017)

Temporally Dense Ray Tracing. - Pontus Andersson; Jim Nilsson; Marco Salvi; Josef B. Spjut; Tomas Akenine-Möller (High Performance Graphics (Short Papers), 2019)

Understanding SSIM. - Jim Nilsson; Tomas Akenine-Möller (CoRR, 2020)

FLIP: A Difference Evaluator for Alternating Images. - Pontus Andersson; Jim Nilsson; Tomas Akenine-Möller; Magnus Oskarsson; Kalle Åström; Mark D. Fairchild (Proc. ACM Comput. Graph. Interact. Tech., 2020)

Visualizing Errors in Rendered High Dynamic Range Images. - Pontus Andersson; Jim Nilsson; Peter Shirley; Tomas Akenine-Möller (Eurographics (Short Papers), 2021)

Scalar Spatiotemporal Blue Noise Masks. - Alan Wolfe; Nathan Morrical; Tomas Akenine-Möller; Ravi Ramamoorthi (CoRR, 2021)

Spatiotemporal Blue Noise Masks. - Alan Wolfe; Nathan Morrical; Tomas Akenine-Möller; Ravi Ramamoorthi (EGSR (ST), 2022)

Luminance-Preserving and Temporally Stable Daltonization. - Pontus Ebelin; Cyril Crassin; Gyorgy Denes; Magnus Oskarsson; Kalle Åström; Tomas Akenine-Möller (Eurographics (Short Papers), 2023)

Tight Bounding Boxes for Voxels and Bricks in a Signed Distance Field Ray Tracer. - Herman Hansson-Söderlund; Tomas Akenine-Möller (Eurographics (Short Papers), 2023)

Random-Access Neural Compression of Material Textures. - Karthik Vaidyanathan; Marco Salvi; Bartlomiej Wronski; Tomas Akenine-Möller; Pontus Ebelin; Aaron E. Lefohn (ACM Trans. Graph., 2023)

Estimates of Temporal Edge Detection Filters in Human Vision. - Pontus Ebelin; Gyorgy Denes; Tomas Akenine-Möller; Kalle Åström; Magnus Oskarsson; William McIlhagga (ACM Trans. Appl. Percept., 2024)

Improved Stochastic Texture Filtering Through Sample Reuse. - Bartlomiej Wronski; Matt Pharr; Tomas Akenine-Möller (Proc. ACM Comput. Graph. Interact. Tech., 2025)

Collaborative Texture Filtering. - Tomas Akenine-Möller; Pontus Ebelin; Matt Pharr; Bartlomiej Wronski (CoRR, 2025)