Fast parallel GPU-sorting using a hybrid algorithm E Sintorn, U Assarsson Journal of Parallel and Distributed Computing 68 (10), 1381-1388, 2008 | 294 | 2008 |
High resolution sparse voxel dags V Kämpe, E Sintorn, U Assarsson ACM Transactions on Graphics (TOG) 32 (4), 1-13, 2013 | 141 | 2013 |
Stochastic transparency E Enderton, E Sintorn, P Shirley, D Luebke Proceedings of the 2010 ACM SIGGRAPH symposium on Interactive 3D Graphics …, 2010 | 133 | 2010 |
Sample based visibility for soft shadows using Alias‐free shadow maps E Sintorn, E Eisemann, U Assarsson Computer Graphics Forum 27 (4), 1285-1292, 2008 | 87 | 2008 |
Hair self shadowing and transparency depth ordering using occupancy maps E Sintorn, U Assarsson Proceedings of the 2009 symposium on Interactive 3D graphics and games, 67-74, 2009 | 63 | 2009 |
Real-time approximate sorting for self shadowing and transparency in hair rendering E Sintorn, U Assarsson Proceedings of the 2008 symposium on Interactive 3D graphics and games, 157-162, 2008 | 46 | 2008 |
Compact Precomputed Voxelized Shadows E Sintorn, V Kämpe, O Olsson, U Assarsson To appear in ACM TOG 33, 4, 2014 | 40 | 2014 |
Real time volumetric shadows using polygonal light volumes M Billeter, E Sintorn, U Assarsson Proceedings of the conference on high performance graphics, 39-45, 2010 | 40 | 2010 |
Compressing color data for voxelized surface geometry D Dolonius, E Sintorn, V Kämpe, U Assarsson IEEE transactions on visualization and computer graphics 25 (2), 1270-1282, 2017 | 36 | 2017 |
An efficient alias-free shadow algorithm for opaque and transparent objects using per-triangle shadow volumes E Sintorn, O Olsson, U Assarsson Proceedings of the 2011 SIGGRAPH Asia Conference, 1-10, 2011 | 28 | 2011 |
Fast, memory-efficient construction of voxelized shadows V Kämpe, E Sintorn, U Assarsson Proceedings of the 19th Symposium on Interactive 3D Graphics and Games, 25-30, 2015 | 24 | 2015 |
Exploiting coherence in time-varying voxel data V Kämpe, S Rasmuson, M Billeter, E Sintorn, U Assarsson Proceedings of the 20th ACM SIGGRAPH Symposium on Interactive 3D Graphics …, 2016 | 18 | 2016 |
Spherical gaussian light‐field textures for fast precomputed global illumination RR Currius, D Dolonius, U Assarsson, E Sintorn Computer Graphics Forum 39 (2), 133-146, 2020 | 17 | 2020 |
Per-triangle shadow volumes using a view-sample cluster hierarchy E Sintorn, V Kämpe, O Olsson, U Assarsson Proceedings of the 18th Meeting of the ACM SIGGRAPH Symposium on Interactive …, 2014 | 17 | 2014 |
Real-time multiple scattering using light propagation volumes. M Billeter, E Sintorn, U Assarsson I3D 12, 119-126, 2012 | 17 | 2012 |
Efficient virtual shadow maps for many lights O Olsson, E Sintorn, V Kämpe, M Billeter, U Assarsson Proceedings of the 18th Meeting of the ACM SIGGRAPH Symposium on Interactive …, 2014 | 16 | 2014 |
A framework for automated and controlled floating-point accuracy reduction in graphics applications on GPUs A Angerd, E Sintorn, P Stenström ACM Transactions on Architecture and Code Optimization (TACO) 14 (4), 1-25, 2017 | 13 | 2017 |
More efficient virtual shadow maps for many lights O Olsson, M Billeter, E Sintorn, V Kämpe, U Assarsson IEEE transactions on visualization and computer graphics 21 (6), 701-713, 2015 | 11 | 2015 |
A low-cost, practical acquisition and rendering pipeline for real-time free-viewpoint video communication S Rasmuson, E Sintorn, U Assarsson The Visual Computer 37 (3), 553-565, 2021 | 10 | 2021 |
GBDI: Going beyond base-delta-immediate compression with global bases A Angerd, A Arelakis, V Spiliopoulos, E Sintorn, P Stenström 2022 IEEE International Symposium on High-Performance Computer Architecture …, 2022 | 7 | 2022 |