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

A Case Study of Load Distribution in Parallel View Frustum Culling and Collision Detection. - Ulf Assarsson; Per Stenström (Euro-Par, 2001)

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

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)

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

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

A Real-Time Soft Shadow Volume Algorithm. - Ulf Assarsson (2003)

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

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

Employing Dynamic Transparency for 3D Occlusion Management: Design Issues and Evaluation. - Niklas Elmqvist; Ulf Assarsson; Philippas Tsigas (INTERACT (1), 2007)

Whitted Ray-Tracing for Dynamic Scenes using a Ray-Space Hierarchy on the GPU. - David Roger; Ulf Assarsson; Nicolas Holzschuch (Rendering Techniques, 2007)

Fast Precomputed Ambient Occlusion for Proximity Shadows. - Mattias Malmer; Fredrik Malmer; Ulf Assarsson; Nicolas Holzschuch (J. Graph. Tools, 2007)

Real-time approximate sorting for self shadowing and transparency in hair rendering. - Erik Sintorn; Ulf Assarsson (SI3D, 2008)

Sample Based Visibility for Soft Shadows using Alias-free Shadow Maps. - Erik Sintorn; Elmar Eisemann; Ulf Assarsson (Comput. Graph. Forum, 2008)

Fast parallel GPU-sorting using a hybrid algorithm. - Erik Sintorn; Ulf Assarsson (J. Parallel Distributed Comput., 2008)

Efficient stream compaction on wide SIMD many-core architectures. - Markus Billeter; Ola Olsson; Ulf Assarsson (High Performance Graphics, 2009)

Hair self shadowing and transparency depth ordering using occupancy maps. - Erik Sintorn; Ulf Assarsson (SI3D, 2009)

Beyond programmable shading (parts I and II). - Aaron E. Lefohn; Mike Houston; Johan Andersson; Ulf Assarsson; Cass W. Everitt; Kayvon Fatahalian; Theresa Foley; Justin Hensley; Paul Lalonde; David Luebke (SIGGRAPH Courses, 2009)

Dynamic Transparency for 3D Visualization: Design and Evaluation. - Niklas Elmqvist; Ulf Assarsson; Philippas Tsigas (Int. J. Virtual Real., 2009)

Real time volumetric shadows using polygonal light volumes. - Markus Billeter; Erik Sintorn; Ulf Assarsson (High Performance Graphics, 2010)

Shadow Algorithms for Real-time Rendering. - Elmar Eisemann; Ulf Assarsson; Michael Schwarz 003; Michael Wimmer 001 (Eurographics (Tutorials), 2010)

Tiled Shading. - Ola Olsson; Ulf Assarsson (J. Graphics, GPU, & Game Tools, 2011)

An efficient alias-free shadow algorithm for opaque and transparent objects using per-triangle shadow volumes. - Erik Sintorn; Ola Olsson; Ulf Assarsson (ACM Trans. Graph., 2011)

Clustered Deferred and Forward Shading. - Ola Olsson; Markus Billeter; Ulf Assarsson (High Performance Graphics, 2012)

Real-time multiple scattering using light propagation volumes. - Markus Billeter; Erik Sintorn; Ulf Assarsson (I3D, 2012)

Efficient real-time shadows. - Elmar Eisemann; Ulf Assarsson; Michael Schwarz 003; Michal Valient; Michael Wimmer 001 (SIGGRAPH Courses, 2012)

Tiled and clustered forward shading: supporting transparency and MSAA. - Ola Olsson; Markus Billeter; Ulf Assarsson (SIGGRAPH Talks, 2012)

PDQ: Parallel Distance Queries for deformable meshes. - Evan Shellshear; Fadi Bitar; Ulf Assarsson (Graph. Model., 2013)

High resolution sparse voxel DAGs. - Viktor Kämpe; Erik Sintorn; Ulf Assarsson (ACM Trans. Graph., 2013)

Efficient virtual shadow maps for many lights. - Ola Olsson; Erik Sintorn; Viktor Kämpe; Markus Billeter; Ulf Assarsson (I3D, 2014)

Per-triangle shadow volumes using a view-sample cluster hierarchy. - Erik Sintorn; Viktor Kämpe; Ola Olsson; Ulf Assarsson (I3D, 2014)

Implementing efficient virtual shadow maps for many lights. - Ola Olsson; Erik Sintorn; Viktor Kämpe; Markus Billeter; Ulf Assarsson (SIGGRAPH Talks, 2014)

Compact precomputed voxelized shadows. - Erik Sintorn; Viktor Kämpe; Ola Olsson; Ulf Assarsson (ACM Trans. Graph., 2014)

Fast, memory-efficient construction of voxelized shadows. - Viktor Kämpe; Erik Sintorn; Ulf Assarsson (I3D, 2015)

More Efficient Virtual Shadow Maps for Many Lights. - Ola Olsson; Markus Billeter; Erik Sintorn; Viktor Kämpe; Ulf Assarsson (IEEE Trans. Vis. Comput. Graph., 2015)

Photon splatting using a view-sample cluster hierarchy. - Pierre Moreau 001; Erik Sintorn; Viktor Kämpe; Ulf Assarsson; Michael C. Doggett (High Performance Graphics, 2016)

Exploiting coherence in time-varying voxel data. - Viktor Kämpe; Sverker Rasmuson; Markus Billeter; Erik Sintorn; Ulf Assarsson (I3D, 2016)

Fast, Memory-Efficient Construction of Voxelized Shadows. - Viktor Kämpe; Erik Sintorn; Dan Dolonius; Ulf Assarsson (IEEE Trans. Vis. Comput. Graph., 2016)

Voxel DAGs and Multiresolution Hierarchies: From Large-Scale Scenes to Pre-computed Shadows. - Ulf Assarsson; Markus Billeter; Dan Dolonius; Elmar Eisemann; Alberto Jaspe; Leonardo Scandolo; Erik Sintorn (Eurographics (Tutorials), 2018)

Compressing Color Data for Voxelized Surface Geometry. - Dan Dolonius; Erik Sintorn; Viktor Kämpe; Ulf Assarsson (IEEE Trans. Vis. Comput. Graph., 2019)

User-guided 3D reconstruction using multi-view stereo. - Sverker Rasmuson; Erik Sintorn; Ulf Assarsson (I3D, 2020)

Spherical Gaussian Light-field Textures for Fast Precomputed Global Illumination. - Roc R. Currius; Dan Dolonius; Ulf Assarsson; Erik Sintorn (Comput. Graph. Forum, 2020)

UV-free Texturing using Sparse Voxel DAGs. - Dan Dolonius; Erik Sintorn; Ulf Assarsson (Comput. Graph. Forum, 2020)

Fast analytical motion blur with transparency. - Mads J. L. Rønnow; Ulf Assarsson; Marco Fratarcangeli (Comput. Graph., 2021)

A low-cost, practical acquisition and rendering pipeline for real-time free-viewpoint video communication. - Sverker Rasmuson; Erik Sintorn; Ulf Assarsson (Vis. Comput., 2021)

Addressing the Shape-Radiance Ambiguity in View-Dependent Radiance Fields. - Sverker Rasmuson; Erik Sintorn; Ulf Assarsson (CoRR, 2022)

PERF: Performant, Explicit Radiance Fields. - Sverker Rasmuson; Erik Sintorn; Ulf Assarsson (Frontiers Comput. Sci., 2022)

Real-Time Hair Filtering with Convolutional Neural Networks. - Roc R. Currius; Ulf Assarsson; Erik Sintorn (Proc. ACM Comput. Graph. Interact. Tech., 2022)