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Assarsson, Ulf - Department of Computer Engineering, Chalmers University of Technology
High Performance Graphics (2010) M. Doggett, S. Laine, and W. Hunt (Editors)
Particle System Simulation and Rendering on the Xbox 360 GPU
Designing a Shading System DAVID LARSSON
"jgt" --2006/10/27 --15:33 --page 1 --#1 Vol. [VOL], No. [ISS]: 113
Thesis for the degree of Doctor of Philosophy A Real-Time Soft Shadow
Eurographics Symposium on Rendering (2007) Jan Kautz and Sumanta Pattanaik (Editors)
Real-Time Rendering of Water Caustics Using Programmable Graphics Hardware
A Case Study of Load Distribution in Parallel View Frustum Culling and Collision Detection
Thirteenth Eurographics Workshop on Rendering (2002) P. Debevec and S. Gibson (Editors)
PeocounterPeople Counting Software Tryggvi Bjrgvinsson
Real-Time Approximate Sorting for Self Shadowing and Transparency in Hair Erik Sintorn
Soft Shadow Volumes for Ray Tracing with Frustum Shooting Thorsten Harter
Fast Parallel GPU-Sorting Using a Hybrid Erik Sintorn, Ulf Assarsson
A Geometry-based Soft Shadow Volume Algorithm using Graphics Hardware
THESIS FOR THE DEGREE OF LICENTIATE OF ENGINEERING View Frustum Culling and Animated Ray Tracing
Soft Shadow Volumes for Ray Tracing Samuli Laine
Occlusion Culling and Z-Fail for Soft Shadow Volume Algorithms Ulf Assarsson Tomas Akenine-Moller
Efficient Stream Compaction on Wide SIMD Many-Core Architectures Markus Billeter
The International Journal of Virtual Reality, 2009, 8(X):Y-Z 1 Abstract--Recent developments in occlusion management for
EUROGRAPHICS 2008 / Steve Marschner and Michael Wimmer (Guest Editors)
Employing Dynamic Transparency for 3D Occlusion Management
N0249-6399ISRNINRIA/RR--5779--FR+ENG de recherche
Ray tracing Maya Hair and Fur HENRIK RYDGRD
Ray tracing fully implemented on programmable graphics hardware
Real-Time Fluid Dynamics for Virtual Surgery
Sketchy Shade Strokes Carl Johan Srman Jens Hult
Brush Painting Algorithms ERIKA JANSSON
Shadows are important elements in three-dimensional computer graphics. They enhance the level of realism and provide visual cues that help determine spatial relationships. Point light sources
Optimized View Frustum Culling Algorithms for Bounding Boxes
GENERATING CLIMBING PLANTS USING L-SYSTEMS Johan Knutzen1
Efficient Stream Reduction on the GPU David Roger
Real-Time Volumetric Shadows in EON Studio
Accurately blending the occlusion values and directions between two cones
Optimized View Frustum Culling Algorithms Ulf Assarsson and Tomas Moller
A Real-Time Soft Shadow Volume Algorithm
On Shadow Volume Silhouettes Tomas Akenine-Moller and Ulf Assarsson
Generating Climbing Plants Using L-Systems Master of Science Thesis in the Programme Software Engineering and
Hair Self Shadowing and Transparency Depth Ordering Using Occupancy maps Erik Sintorn
Technical Report no. 2006-10 Image-Space Dynamic Transparency for
Fast Parallel GPU-Sorting Using a Hybrid Erik Sintorn
Light and Color in Nature -Scattering Effects -
BART: A Benchmark for Animated Ray Tracing Jonas Lext, Ulf Assarsson, and Tomas Moller
A 3D-Action Game with Network Capabilities Bachelor's Thesis
Colour displays in wireless phones DAVID FELDTHUSEN
Paper Outline/Guidelines (Brief) Kevin McGee
Improved Ray Hierarchy Alias Free Shadows Technical Report 2011:09
Master Thesis Defining Materials in an Automotive Environment to Support
An Efficient Alias-free Shadow Algorithm for Opaque and Transparent Objects using per-triangle Shadow Volumes