Demonstration venue · read-only. Every page can be browsed; the buttons that would change it are switched off. Create an account to run TaxoReview on your own data. A simulation from public publication records: the people listed were not invited and did not agree to review.
? Tutorial for this page

Thomas Larsson

dblp:98/1144 · DBLP profile ↗
← Back
9ranked-venue papers
5as first author
0since 2021 · last 2018
0000-0002-1550-0994ORCID · corroborated

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 7 · 5 first-authorArtificial intelligence and machine learning · 1Applied, interdisciplinary, general and emerging computing · 1

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Computer graphics and multimedia
1 paper
Geometric modeling and processing · 100%
Computer architecture, parallel and distributed computing, and storage systems
1 paper
Parallel and multicore computing · 100%

Topics — the 3 heaviest of 3, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Geometric modeling and processing
collision detection
0.312018
Adaptive Collision Culling for Massive Simulations by a Parallel and Context-Aware Sweep and Prune Algorithm · IEEE Trans. Vis. Comput. Graph. 2018
Parallel and multicore computing
parallel algorithms
0.112018
Adaptive Collision Culling for Massive Simulations by a Parallel and Context-Aware Sweep and Prune Algorithm · IEEE Trans. Vis. Comput. Graph. 2018
Parallel and multicore computing › parallel algorithms › sorting
parallel sorting
0.112018
Adaptive Collision Culling for Massive Simulations by a Parallel and Context-Aware Sweep and Prune Algorithm · IEEE Trans. Vis. Comput. Graph. 2018

Methods — techniques the papers use, named apart from their topics

temporal coherence · 0.7double-axis sweeping · 0.7adaptive partitioning · 0.7
YearPublicationVenuePosition
2018 Adaptive Collision Culling for Massive Simulations by a Parallel and Context-Aware Sweep and Prune Algorithm
abstract
We present an improved parallel Sweep and Prune algorithm that solves the dynamic box intersection problem in three dimensions. It scales up to very large datasets, which makes it suitable for broad phase collision detection in complex moving body simulations. Our algorithm gracefully handles high-density scenarios, including challenging clustering behavior, by using a double-axis sweeping approach and a cache-friendly succinct data structure. The algorithm is realized by three parallel stages for sorting, candidate generation, and object pairing. By the use of temporal coherence, our sorting stage runs with close to optimal load balancing. Furthermore, our approach is characterized by a work-division strategy that relies on adaptive partitioning, which leads to almost ideal scalability. In addition, for scenarios that involves intense clustering along several axes simultaneously, we propose an enhancement that increases the context-awareness of the algorithm. By exploiting information gathered along three orthogonal axes, an efficient choice of what range query to perform can be made per object during run-time. Experimental results show high performance for up to millions of objects on modern multi-core CPUs.
Gabriele Capannini, Thomas Larsson
IEEE Trans. Vis. Comput. Graph.2
2016 A Filtering Heuristic for the Computation of Minimum-Volume Enclosing Ellipsoids
Linus Källberg, Thomas Larsson
COCOA2
2016 Parallel computation of optimal enclosing balls by iterative orthant scan
Thomas Larsson, Gabriele Capannini, Linus Källberg
Comput. Graph.1
2016 The child's perspective as a guiding principle: Young children as co-designers in the design of an interactive application meant to facilitate participation in healthcare situations
Anna Stålberg, Anette Sandberg, Maja Söderbäck, Thomas Larsson
J. Biomed. Informatics4
2014 Improved pruning of large data sets for the minimum enclosing ball problem
Linus Källberg, Thomas Larsson
Graph. Model.2
2013 Fast and Robust Approximation of Smallest Enclosing Balls in Arbitrary Dimensions
abstract
Abstract In this paper, an algorithm is introduced that computes an arbitrarily fine approximation of the smallest enclosing ball of a point set in any dimension. This operation is important in, for example, classification, clustering, and data mining. The algorithm is very simple to implement, gives reliable results, and gracefully handles large problem instances in low and high dimensions, as confirmed by both theoretical arguments and empirical evaluation. For example, using a CPU with eight cores, it takes less than two seconds to compute a 1.001‐approximation of the smallest enclosing ball of one million points uniformly distributed in a hypercube in dimension 200. Furthermore, the presented approach extends to a more general class of input objects, such as ball sets.
Thomas Larsson, Linus Källberg
Comput. Graph. Forum1
2009 Bounding Volume Hierarchies of Slab Cut Balls
abstract
Abstract We introduce a bounding volume hierarchy based on the Slab Cut Ball. This novel type of enclosing shape provides an attractive balance between tightness of fit, cost of overlap testing, and memory requirement. The hierarchy construction algorithm includes a new method for the construction of tight bounding volumes in worst case O(n) time, which means our tree data structure is constructed in O(n log n) time using traditional top‐down building methods. A fast overlap test method between two slab cut balls is also proposed, requiring as few as 28–99 arithmetic operations, including the transformation cost. Practical collision detection experiments confirm that our tree data structure is amenable for high performance collision queries. In all the tested benchmarks, our bounding volume hierarchy consistently gives performance improvements over the sphere tree, and it is also faster than the OBB tree in five out of six scenes. In particular, our method is asymptotically faster than the sphere tree, and it also outperforms the OBB tree, in close proximity situations.
Thomas Larsson, Tomas Akenine-Möller
Comput. Graph. Forum1
2006 A dynamic bounding volume hierarchy for generalized collision detection
Thomas Larsson, Tomas Akenine-Möller
Comput. Graph.1
2003 Efficient collision detection for models deformed by morphing
Thomas Larsson, Tomas Akenine-Möller
Vis. Comput.1