Demo Data from EDBT 2026 / reviewers in the wild / expert
Ulf Assarsson
dblp:05/6049
· DBLP profile ↗
28ranked-venue papers
3as first author
2since 2021 · last 2021
0000-0002-5427-7406ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 25 · 2 first-author · 2 since 2021Human-computer interaction and ubiquitous computing · 10Systems, architecture and hardware · 2 · 1 first-author
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
8 papers |
Rendering · 62% Geometric modeling and processing · 22% Image and video coding · 15% |
Topics — the 13 heaviest of 15, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Rendering › shadow rendering
real-time shadows |
0.5 | 3 | 2015 | More Efficient Virtual Shadow Maps for Many Lights · IEEE Trans. Vis. Comput. Graph. 2015 Compact precomputed voxelized shadows · ACM Trans. Graph. 2014 An efficient alias-free shadow algorithm for opaque and transparent objects using per-triangle shadow volumes · ACM Trans. Graph. 2011 |
Rendering
ray tracing |
0.4 | 3 | 2015 | More Efficient Virtual Shadow Maps for Many Lights · IEEE Trans. Vis. Comput. Graph. 2015 High resolution sparse voxel DAGs · ACM Trans. Graph. 2013 Soft shadow volumes for ray tracing · ACM Trans. Graph. 2005 |
Image and video coding
texture compression |
0.4 | 1 | 2019 | Compressing Color Data for Voxelized Surface Geometry · IEEE Trans. Vis. Comput. Graph. 2019 |
Rendering
shadow rendering |
0.3 | 2 | 2016 | Fast, Memory-Efficient Construction of Voxelized Shadows · IEEE Trans. Vis. Comput. Graph. 2016 A geometry-based soft shadow volume algorithm using graphics hardware · ACM Trans. Graph. 2003 |
Rendering
real-time rendering |
0.2 | 1 | 2016 | Fast, Memory-Efficient Construction of Voxelized Shadows · IEEE Trans. Vis. Comput. Graph. 2016 |
Rendering › shadow rendering
shadow volumes |
0.2 | 2 | 2011 | An efficient alias-free shadow algorithm for opaque and transparent objects using per-triangle shadow volumes · ACM Trans. Graph. 2011 Soft shadow volumes for ray tracing · ACM Trans. Graph. 2005 |
Geometric modeling and processing › shape representation › volumetric representation
sparse voxel octree |
0.2 | 1 | 2013 | High resolution sparse voxel DAGs · ACM Trans. Graph. 2013 |
Geometric modeling and processing
spatial data structures |
0.2 | 1 | 2013 | High resolution sparse voxel DAGs · ACM Trans. Graph. 2013 |
Image and video coding
block-based coding |
0.1 | 1 | 2019 | Compressing Color Data for Voxelized Surface Geometry · IEEE Trans. Vis. Comput. Graph. 2019 |
Rendering
global illumination |
0.1 | 1 | 2016 | Fast, Memory-Efficient Construction of Voxelized Shadows · IEEE Trans. Vis. Comput. Graph. 2016 |
Rendering › shadow rendering
shadow mapping |
0.1 | 1 | 2014 | Compact precomputed voxelized shadows · ACM Trans. Graph. 2014 |
Rendering › shadow rendering
soft shadows |
0.1 | 1 | 2005 | Soft shadow volumes for ray tracing · ACM Trans. Graph. 2005 |
Rendering
physically based rendering |
0.0 | 1 | 2005 | Soft shadow volumes for ray tracing · ACM Trans. Graph. 2005 |
Methods — techniques the papers use, named apart from their topics
space-filling curves · 0.4JPG2K · 0.4JPG · 0.4BC7 · 0.4ASTC · 0.4compact precomputed voxelized shadows · 0.2common sub-tree merging · 0.2ray tracing · 0.2cube-map shadows · 0.2filtered shadow reconstruction · 0.2
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2021 | Fast analytical motion blur with transparencyabstractWe introduce a practical parallel technique to achieve real-time motion blur for textured and semi-transparent triangles with high accuracy using modern commodity GPUs. In our approach, moving triangles are represented as prisms. Each prism is bounded by the initial and final position of the triangle during one animation frame and three bilinear patches on the sides. Each prism covers a number of pixels for a certain amount of time according to its trajectory on the screen. We efficiently find, store and sort the list of prisms covering each pixel including the amount of time the pixel is covered by each prism. This information, together with the color, texture, normal, and transparency of the pixel, is used to resolve its final color. We demonstrate the performance, scalability, and generality of our approach in a number of test scenarios, showing that it achieves a visual quality practically indistinguishable from the ground truth in a matter of just a few milliseconds, including rendering of textured and transparent objects. A supplementary video has been made available online.1 Mads J. L. Rønnow, Ulf Assarsson, Marco Fratarcangeli |
Comput. Graph. | 2 |
| 2021 | A low-cost, practical acquisition and rendering pipeline for real-time free-viewpoint video communicationabstractAbstract We present a semiautomatic real-time pipeline for capturing and rendering free-viewpoint video using passive stereo matching. The pipeline is simple and achieves agreeable quality in real time on a system of commodity web cameras and a single desktop computer. We suggest an automatic algorithm to compute a constrained search space for an efficient and robust hierarchical stereo reconstruction algorithm. Due to our fast reconstruction times, we can eliminate the need for an expensive global surface reconstruction with a combination of high coverage and aggressive filtering. Finally, we employ a novel color weighting scheme that generates credible new viewpoints without noticeable seams, while keeping the computational complexity low. The simplicity and low cost of the system make it an accessible and more practical alternative for many applications compared to previous methods. Sverker Rasmuson, Erik Sintorn, Ulf Assarsson |
Vis. Comput. | 3 |
| 2020 | User-guided 3D reconstruction using multi-view stereoabstractWe present a user-guided system for accessible 3D reconstruction and modeling of real-world objects using multi-view stereo. The system is an interactive tool where the user models the object on top of multiple selected photographs. Our tool helps the user place quads correctly aligned to the photographs using a multi-view stereo algorithm. This algorithm in combination with user-provided information about topology, visibility, and how to separate foreground from background, creates favorable conditions in successfully reconstructing the object. Sverker Rasmuson, Erik Sintorn, Ulf Assarsson |
I3D | 3 |
| 2020 | Spherical Gaussian Light-field Textures for Fast Precomputed Global IlluminationabstractAbstract We describe a method to use Spherical Gaussians with free directions and arbitrary sharpness and amplitude to approximate the precomputed local light field for any point on a surface in a scene. This allows for a high‐quality reconstruction of these light fields in a manner that can be used to render the surfaces with precomputed global illumination in real‐time with very low cost both in memory and performance. We also extend this concept to represent the illumination‐weighted environment visibility , allowing for high‐quality reflections of the distant environment with both surface‐material properties and visibility taken into account. We treat obtaining the Spherical Gaussians as an optimization problem for which we train a Convolutional Neural Network to produce appropriate values for each of the Spherical Gaussians' parameters. We define this CNN in such a way that the produced parameters can be interpolated between adjacent local light fields while keeping the illumination in the intermediate points coherent. Roc R. Currius, Dan Dolonius, Ulf Assarsson, Erik Sintorn |
Comput. Graph. Forum | 3 |
| 2020 | UV-free Texturing using Sparse Voxel DAGsabstractAbstract An application may have to load an unknown 3D model and, for enhanced realistic rendering, precompute values over the surface domain, such as light maps, ambient occlusion, or other global‐illumination parameters. High‐quality uv‐unwrapping has several problems, such as seams, distortions, and wasted texture space. Additionally, procedurally generated scene content, perhaps on the fly, can make manual uv unwrapping impossible. Even when artist manipulation is feasible, good uv layouts can require expertise and be highly labor intensive. This paper investigates how to use Sparse Voxel DAGs (or DAGs for short) as one alternative to avoid uv mapping. The result is an algorithm enabling high compression ratios of both voxel structure and colors, which can be important for a baked scene to fit in GPU memory. Specifically, we enable practical usage for an automatic system by targeting efficient real‐time mipmap filtering using compressed textures and adding support for individual mesh voxelizations and resolutions in the same DAG. Furthermore, the latter increases the texture‐compression ratios by up to 32% compared to using one global voxelization, DAG compression by 10 – 15% compared to using a DAG per mesh, and reduces color‐bleeding problems for large mipmap filter sizes. The voxel‐filtering is more costly than standard hardware 2D‐texture filtering. However, for full HD with deferred shading, it is optimized down to 2.5 ± 0.5 ms for a custom multisampling filtering (e.g., targeted for minification of low‐frequency textures) and 5 ± 2 ms for quad‐linear mipmap filtering (e.g., for high‐frequency textures). Multiple textures sharing voxelization can amortize the majority of this cost. Hence, these numbers involve 1–3 textures per pixel (Fig. 1c). Dan Dolonius, Erik Sintorn, Ulf Assarsson |
Comput. Graph. Forum | 3 |
| 2019 | Compressing Color Data for Voxelized Surface GeometryabstractWe explore the problem of decoupling color information from geometry in large scenes of voxelized surfaces and of compressing the array of colors without introducing disturbing artifacts. In this extension of our I3D paper with the same title [1] , we first present a novel method for connecting each node in a sparse voxel DAG to its corresponding colors in a separate 1D array of colors, with very little additional information stored to the DAG. Then, we show that by mapping the 1D array of colors onto a 2D image using a space-filling curve, we can achieve high compression rates and good quality using conventional, modern, hardware-accelerated texture compression formats such as ASTC or BC7. We additionally explore whether this method can be used to compress voxel colors for off-line storage and network transmission using conventional off-line compression formats such as JPG and JPG2K. For real-time decompression, we suggest a novel variable bitrate block encoding that consistently outperforms previous work, often achieving two times the compression at equal quality. Dan Dolonius, Erik Sintorn, Viktor Kämpe, Ulf Assarsson |
IEEE Trans. Vis. Comput. Graph. | 4 |
| 2017 | Compressing color data for voxelized surface geometryabstractWe explore the problem of decoupling color information from geometry in large scenes of voxelized surfaces and of compressing the array of colors without introducing disturbing artifacts. First, we present a novel method for connecting each node in a sparse voxel DAG to its corresponding colors in a separate 1D array of colors, with very little additional information stored to the DAG. Then, we show that by mapping the 1D array of colors onto a 2D image using a space-filling curve, we can achieve high compression rates and good quality using conventional, modern, hardware-accelerated texture compression formats such as ASTC or BC7. We additionally explore whether this method can be used to compress voxel colors for off-line storage and network transmission using conventional off-line compression formats such as JPG and JPG2K. For real-time decompression, we suggest a novel variable bitrate block encoding that consistently outperforms previous work, often achieving two times the compression at equal quality. Dan Dolonius, Erik Sintorn, Viktor Kämpe, Ulf Assarsson |
I3D | 4 |
| 2016 | Exploiting coherence in time-varying voxel dataabstractWe encode time-varying voxel data for efficient storage and streaming. We store the equivalent of a separate sparse voxel octree for each frame, but utilize both spatial and temporal coherence to reduce the amount of memory needed. We represent the time-varying voxel data in a single directed acyclic graph with one root per time step. In this graph, we avoid storing identical regions by keeping one unique instance and pointing to that from several parents. We further reduce the memory consumption of the graph by minimizing the number of bits per pointer and encoding the result into a dense bitstream. Viktor Kämpe, Sverker Rasmuson, Markus Billeter, Erik Sintorn, Ulf Assarsson |
I3D | 5 |
| 2016 | Fast, Memory-Efficient Construction of Voxelized ShadowsabstractWe present a fast and memory efficient algorithm for generating Compact Precomputed Voxelized Shadows. By performing much of the common sub-tree merging before identical nodes are ever created, we improve construction times by several orders of magnitude for large data structures, and require much less working memory. To further improve performance, we suggest two new algorithms with which the remaining common sub-trees can be merged. We also propose a new set of rules for resolving undefined regions, which significantly reduces the final memory footprint of the already heavily compressed data structure. Additionally, we examine the feasibility of using CPVS for many local lights and present two improvements to the original algorithm that allow us to handle hundreds of lights with high-quality, filtered shadows at real-time frame rates. Viktor Kämpe, Erik Sintorn, Dan Dolonius, Ulf Assarsson |
IEEE Trans. Vis. Comput. Graph. | 4 |
| 2015 | Fast, memory-efficient construction of voxelized shadowsabstractWe present a fast and memory efficient algorithm for generating Compact Precomputed Voxelized Shadows. By performing much of the common sub-tree merging before identical nodes are ever created, we improve construction times by several orders of magnitude for large data structures, and require much less working memory. We also propose a new set of rules for resolving undefined regions, which significantly reduces the final memory footprint of the already heavily compressed data structure. Additionally, we examine the feasibility of using CPVS for many local lights and present two improvements to the original algorithm that allow us to handle hundreds of lights with high-quality, filtered shadows at real-time frame rates. Viktor Kämpe, Erik Sintorn, Ulf Assarsson |
I3D | 3 |
| 2015 | More Efficient Virtual Shadow Maps for Many LightsabstractRecently, several algorithms have been introduced that enable real-time performance for many lights in applications such as games. In this paper, we explore the use of hardware-supported virtual cube-map shadows to efficiently implement high-quality shadows from hundreds of light sources in real time and within a bounded memory footprint. In addition, we explore the utility of ray tracing for shadows from many lights and present a hybrid algorithm combining ray tracing with cube maps to exploit their respective strengths. Our solution supports real-time performance with hundreds of lights in fully dynamic high-detail scenes. Ola Olsson, Markus Billeter, Erik Sintorn, Viktor Kämpe, Ulf Assarsson |
IEEE Trans. Vis. Comput. Graph. | 5 |
| 2014 | Efficient virtual shadow maps for many lightsabstractRecently, several algorithms have been introduced that enable real-time performance for many lights in applications such as games. In this paper, we explore the use of hardware-supported virtual cube-map shadows to efficiently implement high-quality shadows from hundreds of light sources in real time and within a bounded memory footprint. In addition, we explore the utility of ray tracing for shadows from many lights and present a hybrid algorithm combining ray tracing with cube maps to exploit their respective strengths. Our solution supports real-time performance with hundreds of lights in fully dynamic high-detail scenes. Ola Olsson, Erik Sintorn, Viktor Kämpe, Markus Billeter, Ulf Assarsson |
I3D | 5 |
| 2014 | Per-triangle shadow volumes using a view-sample cluster hierarchyabstractRendering pixel-accurate shadows in scenes lit by a point light-source in real time is still a challenging problem. For scenes of moderate complexity, algorithms based on Shadow Volumes are by far the most efficient in most cases, but traditionally, these algorithms struggle with views where the volumes generate a very high depth complexity. Recently, a method was suggested that alleviates this problem by testing each individual triangle shadow volume against a hierarchical depth map, allowing volumes that are in front of, or behind, the rendered view samples to be efficiently culled. In this paper, we show that this algorithm can be greatly improved by building a full 3D acceleration structure over the view samples and testing per-triangle shadow volumes against that. We show that our algorithm can elegantly maintain high frame-rates even for views with very high-frequency depth-buffers where previous algorithms perform poorly. Our algorithm also performs better than previous work in general, making it, to the best of our knowledge, the fastest pixel-accurate shadow algorithm to date. It can be used with any arbitrary polygon soup as input, with no restrictions on geometry or required pre-processing, and trivially supports transparent and textured shadow-casters. Erik Sintorn, Viktor Kämpe, Ola Olsson, Ulf Assarsson |
I3D | 4 |
| 2014 | Compact precomputed voxelized shadowsabstractProducing high-quality shadows in large environments is an important and challenging problem for real-time applications such as games. We propose a novel data structure for precomputed shadows, which enables high-quality filtered shadows to be reconstructed for any point in the scene. We convert a high-resolution shadow map to a sparse voxel octree, where each node encodes light visibility for the corresponding voxel, and compress this tree by merging common subtrees. The resulting data structure can be many orders of magnitude smaller than the corresponding shadow map. We also show that it can be efficiently evaluated in real time with large filter kernels. Erik Sintorn, Viktor Kämpe, Ola Olsson, Ulf Assarsson |
ACM Trans. Graph. | 4 |
| 2013 | PDQ: Parallel Distance Queries for deformable meshes
Evan Shellshear, Fadi Bitar, Ulf Assarsson |
Graph. Model. | 3 |
| 2013 | High resolution sparse voxel DAGsabstractWe show that a binary voxel grid can be represented orders of magnitude more efficiently than using a sparse voxel octree (SVO) by generalising the tree to a directed acyclic graph (DAG). While the SVO allows for efficient encoding of empty regions of space, the DAG additionally allows for efficient encoding of identical regions of space, as nodes are allowed to share pointers to identical subtrees. We present an efficient bottom-up algorithm that reduces an SVO to a minimal DAG, which can be applied even in cases where the complete SVO would not fit in memory. In all tested scenes, even the highly irregular ones, the number of nodes is reduced by one to three orders of magnitude. While the DAG requires more pointers per node, the memory cost for these is quickly amortized and the memory consumption of the DAG is considerably smaller, even when compared to an ideal SVO without pointers. Meanwhile, our sparse voxel DAG requires no decompression and can be traversed very efficiently. We demonstrate this by ray tracing hard and soft shadows, ambient occlusion, and primary rays in extremely high resolution DAGs at speeds that are on par with, or even faster than, state-of-the-art voxel and triangle GPU ray tracing. Viktor Kämpe, Erik Sintorn, Ulf Assarsson |
ACM Trans. Graph. | 3 |
| 2012 | Real-time multiple scattering using light propagation volumesabstractThis paper introduces a new GPU-based, real-time method for rendering volumetric lighting effects produced by scattering in a participating medium. The method includes support for indirect illumination by scattered light, high-quality single-scattered volumetric shadows, and approximate multiple scattered volumetric lighting effects in isotropic and homogeneous media. The method builds upon an improved propagation scheme for light propagation volumes. This scheme models scattering according to the radiative light transfer equation during propagation. The initial state of the light propagation volumes is based on single-scattered light identified with shadow maps; this allows generation of a high quality initial distribution of radiance. After propagation, the resulting distribution is used as a source of diffuse light during rendering and is also ray marched for volumetric effects from multiple scattering. Volumetric shadows from single-scattered light are rendered separately. We compare the new method to single-scattered volumetric shadows produced by contemporary techniques, plain light propagation volumes (which this new method extends), and a simple composition thereof. Markus Billeter, Erik Sintorn, Ulf Assarsson |
I3D | 3 |
| 2011 | An efficient alias-free shadow algorithm for opaque and transparent objects using per-triangle shadow volumesabstractThis paper presents a novel method for generating pixel-accurate shadows from point light-sources in real-time. The new method is able to quickly cull pixels that are not in shadow and to trivially accept large chunks of pixels thanks mainly to using the whole triangle shadow volume as a primitive, instead of rendering the shadow quads independently as in the classic Shadow-Volume algorithm. Our CUDA implementation outperforms z-fail consistently and surpasses z-pass at high resolutions, although these latter two are hardware accelerated, while inheriting none of the robustness issues associated with these methods. Another, perhaps even more important property of our algorithm, is that it requires no pre-processing or identification of silhouette edges and so robustly and efficiently handles arbitrary triangle soups. In terms of view sample test and set operations performed, we show that our algorithm can be an order of magnitude more efficient than z-pass when rendering a game-scene at multi-sampled HD resolutions. We go on to show that the algorithm can be trivially modified to support textured, semitransparent and colored semi-transparent shadow-casters and that it can be combined with either depth-peeling or stochastic transparency to also support transparent shadow receivers. Compared to recent alias-free shadow-map algorithms, our method has a very small memory footprint, does not suffer from load-balancing issues, and handles omni-directional lights without modification. It is easily incorporated into any deferred rendering pipeline and combines many of the strengths of shadow maps and shadow volumes. Erik Sintorn, Ola Olsson, Ulf Assarsson |
ACM Trans. Graph. | 3 |
| 2009 | Hair self shadowing and transparency depth ordering using occupancy mapsabstractThis paper presents a method for quickly constructing a high-quality approximate visibility function for high frequency semi-transparent geometry such as hair. We can then reconstruct the visibility for any fragment without the expensive compression needed by Deep Shadow Maps and with a quality that is much better than what is attainable at similar framerates using Opacity Maps or Deep Opacity Maps. The memory footprint of our method is also considerably lower than that of previous methods. We then use a similar method to achieve back-to-front sorted alpha blending of the fragments with results that are virtually indistinguishable from depth-peeling and an order of magnitude faster. Erik Sintorn, Ulf Assarsson |
SI3D | 2 |
| 2008 | Real-time approximate sorting for self shadowing and transparency in hair renderingabstractWhen rendering materials represented by high frequency geometry such as hair, smoke or clouds, standard shadow mapping or shadow volume algorithms fail to produce good self shadowing results due to aliasing. Moreover, in all of the aforementioned examples, properly approximating self shadowing is crucial to getting realistic results. To cope with this problem, opacity shadow maps have been used. I.e., an opacity function is rendered into a set of slices parallel to the light-plane. The original Opacity Shadow Map technique [Kim and Neumann 2001] requires the geometry to be rendered once for each slice, making it impossible to render complex geometry into a large set of slices in real time. In this paper we present a method for sorting n line primitives into s number of sub-sets, where the primitives of one set occupy a single slice, in O(nlog(s)), making it possible to render hair into opacity maps in linear time. It is also shown how the same method can be used to roughly sort the geometry in back-to-front order for alpha blending, to allow for transparency. Finally, we present a way of rendering self shadowed geometry using a single 2D opacity map, thereby reducing the memory usage significantly. Erik Sintorn, Ulf Assarsson |
SI3D | 2 |
| 2008 | Sample Based Visibility for Soft Shadows using Alias-free Shadow MapsabstractAbstract This paper introduces an accurate real‐time soft shadow algorithm that uses sample based visibility. Initially, we present a GPU‐based alias‐free hard shadow map algorithm that typically requires only a single render pass from the light, in contrast to using depth peeling and one pass per layer. For closed objects, we also suppress the need for a bias. The method is extended to soft shadow sampling for an arbitrarily shaped area‐/volumetric light source using 128‐1024 light samples per screen pixel. The alias‐free shadow map guarantees that the visibility is accurately sampled per screen‐space pixel, even for arbitrarily shaped (e.g. non‐planar) surfaces or solid objects. Another contribution is a smooth coherent shading model to avoid common light leakage near shadow borders due to normal interpolation. Erik Sintorn, Elmar Eisemann, Ulf Assarsson |
Comput. Graph. Forum | 3 |
| 2008 | Fast parallel GPU-sorting using a hybrid algorithm
Erik Sintorn, Ulf Assarsson |
J. Parallel Distributed Comput. | 2 |
| 2007 | Employing Dynamic Transparency for 3D Occlusion Management: Design Issues and EvaluationabstractRecent developments in occlusion management for 3D environments often involve the use of dynamic transparency, or virtual “X-ray vision”, to promote target discovery and access in complex 3D worlds. However, there are many different approaches to achieving this effect and their actual utility for the user has yet to be evaluated. Furthermore, the introduction of semi-transparent surfaces adds additional visual complexity that may actually have a negative impact on task performance. In this paper, we report on an empirical user study comparing dynamic transparency to standard viewpoint controls. Our implementation of the technique is an image-space algorithm built using modern programmable shaders to achieve real-time performance and visually pleasing results. Results from the user study indicate that dynamic transparency is superior for perceptual tasks in terms of both efficiency and correctness. These keywords were added by machine and not by the authors. This process is experimental and the keywords may be updated as the learning algorithm improves. Niklas Elmqvist, Ulf Assarsson, Philippas Tsigas |
INTERACT (1) | 2 |
| 2007 | Whitted Ray-Tracing for Dynamic Scenes using a Ray-Space Hierarchy on the GPUabstractIn this paper, we present a new algorithm for interactive rendering of animated scenes with Whitted Ray-Tracing, running on the GPU. We focus our attention on the secondary rays (the rays generated by one or more bounces on specular objects), and use the GPU rasterizer for primary rays. Our algorithm is based on a ray-space hierarchy, allowing us to handle truly dynamic scenes without the need to rebuild or update the scene hierarchy. The rayspace hierarchy is entirely built on the GPU for every frame, using a very fast process. Traversing the ray-space hierarchy is also done on the GPU; one of the benefits of using a ray-space hierarchy is that we have a single shader, and a fixed number of passes. After traversing each level of the hierarchy, we prune empty branches using a stream reduction method. We present two different stream reduction methods, a fast one using a hierarchical algorithm, and an easy one using the Geometry shaders. Our algorithm results in interactive rendering with specular reflections and shadows for moderately complex scenes (~ 700K triangles), handles any kind of dynamic or unstructured scenes without any pre-processing, and scales well with both the scene complexity and the image resolution. David Roger, Ulf Assarsson, Nicolas Holzschuch |
Rendering Techniques | 2 |
| 2005 | Soft shadow volumes for ray tracingabstractWe present a new, fast algorithm for rendering physically-based soft shadows in ray tracing-based renderers. Our method replaces the hundreds of shadow rays commonly used in stochastic ray tracers with a single shadow ray and a local reconstruction of the visibility function. Compared to tracing the shadow rays. our algorithm produces exactly the same image while executing one to two orders of magnitude faster in the test scenes used. Our first contribution is a two-stage method for quickly determining the silhouette edges that overlap an area light source, as seen from the point to be shaded. Secondly, we show that these partial silhouettes of occluders, along with a single shadow ray, are sufficient for reconstructing the visibility function between the point and the light source. Samuli Laine, Timo Aila, Ulf Assarsson, Jaakko Lehtinen, Tomas Akenine-Möller |
ACM Trans. Graph. | 3 |
| 2004 | Occlusion culling and z-fail for soft shadow volume algorithms
Ulf Assarsson, Tomas Akenine-Möller |
Vis. Comput. | 1 |
| 2003 | A geometry-based soft shadow volume algorithm using graphics hardwareabstractMost previous soft shadow algorithms have either suffered from aliasing, been too slow, or could only use a limited set of shadow casters and/or receivers. Therefore, we present a strengthened soft shadow volume algorithm that deals with these problems. Our critical improvements include robust penumbra wedge construction, geometry-based visibility computation, and also simplified computation through a four-dimensional texture lookup. This enables us to implement the algorithm using programmable graphics hardware, and it results in images that most often are indistinguishable from images created as the average of 1024 hard shadow images. Furthermore, our algorithm can use both arbitrary shadow casters and receivers. Also, one version of our algorithm completely avoids sampling artifacts which is rare for soft shadow algorithms. As a bonus, the four-dimensional texture lookup allows for small textured light sources, and, even video textures can be used as light sources. Our algorithm has been implemented in pure software, and also using the GeForce FX emulator with pixel shaders. Our software implementation renders soft shadows at 0.5--5 frames per second for the images in this paper. With actual hardware, we expect that our algorithm will render soft shadows in real time. An important performance measure is bandwidth usage. For the same image quality, an algorithm using the accumulated hard shadow images uses almost two orders of magnitude more bandwidth than our algorithm. Ulf Assarsson, Tomas Akenine-Möller |
ACM Trans. Graph. | 1 |
| 2001 | A Case Study of Load Distribution in Parallel View Frustum Culling and Collision Detection
Ulf Assarsson, Per Stenström |
Euro-Par | 1 |