Ulf Assarsson

Orcid: 0000-0002-5427-7406

Affiliations:
  • Chalmers University of Technology, Gothenburg, Sweden


According to our database1, Ulf Assarsson authored at least 49 papers between 2000 and 2022.

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

Timeline

Legend:

Book 
In proceedings 
Article 
PhD thesis 
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Other 

Links

Online presence:

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

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

Fast analytical motion blur with transparency.
Comput. Graph., 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

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

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

PDQ: Parallel Distance Queries for deformable meshes.
Graph. Model., 2013

2012
Tiled and clustered forward shading: supporting transparency and MSAA.
Proceedings of the International Conference on Computer Graphics and Interactive Techniques, 2012

Efficient real-time shadows.
Proceedings of the International Conference on Computer Graphics and Interactive Techniques, 2012

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

Clustered Deferred and Forward Shading.
Proceedings of the EUROGRAPHICS Conference on High Performance Graphics 2012, 2012

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

Tiled Shading.
J. Graphics, GPU, & Game Tools, 2011

2010
Shadow Algorithms for Real-time Rendering.
Proceedings of the 31st Annual Conference of the European Association for Computer Graphics, 2010

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

2009
Dynamic Transparency for 3D Visualization: Design and Evaluation.
Int. J. Virtual Real., 2009

Beyond programmable shading (parts I and II).
Proceedings of the International Conference on Computer Graphics and Interactive Techniques, 2009

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

Efficient stream compaction on wide SIMD many-core architectures.
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS Conference on High Performance Graphics 2009, 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

2007
Fast Precomputed Ambient Occlusion for Proximity Shadows.
J. Graph. Tools, 2007

Whitted Ray-Tracing for Dynamic Scenes using a Ray-Space Hierarchy on the GPU.
Proceedings of the Eurographics Symposium on Rendering Techniques, Grenoble, France, 2007, 2007

Employing Dynamic Transparency for 3D Occlusion Management: Design Issues and Evaluation.
Proceedings of the Human-Computer Interaction, 2007

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

2004
Occlusion culling and z-fail for soft shadow volume algorithms.
Vis. Comput., 2004

2003
A Real-Time Soft Shadow Volume Algorithm.
PhD thesis, 2003

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

On the Degree of Vertices in a Shadow Volume Silhouette.
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

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

A Case Study of Load Distribution in Parallel View Frustum Culling and Collision Detection.
Proceedings of the Euro-Par 2001: Parallel Processing, 2001

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


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