Demo Data from EDBT 2026 / reviewers in the wild / expert
Erik Sintorn
dblp:32/1576
· DBLP profile ↗
25ranked-venue papers
7as first author
2since 2021 · last 2022
0000-0003-3784-3936ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 21 · 6 first-author · 1 since 2021Human-computer interaction and ubiquitous computing · 10 · 3 first-authorSystems, architecture and hardware · 4 · 1 first-author · 1 since 2021
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
7 papers |
Rendering · 64% Geometric modeling and processing · 21% Image and video coding · 15% | |
| Computer architecture, parallel and distributed computing, and storage systems
2 papers |
Memory systems · 53% GPUs and heterogeneous computing · 13% Emerging computing paradigms · 13% |
Topics — the 19 heaviest of 22, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Memory systems
memory bandwidth |
0.6 | 1 | 2022 | GBDI: Going Beyond Base-Delta-Immediate Compression with Global Bases · HPCA 2022 |
Memory systems
memory compression |
0.6 | 1 | 2022 | GBDI: Going Beyond Base-Delta-Immediate Compression with Global Bases · HPCA 2022 |
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 | 2 | 2015 | More Efficient Virtual Shadow Maps for Many Lights · IEEE Trans. Vis. Comput. Graph. 2015 High resolution sparse voxel DAGs · ACM Trans. Graph. 2013 |
Image and video coding
texture compression |
0.4 | 1 | 2019 | Compressing Color Data for Voxelized Surface Geometry · IEEE Trans. Vis. Comput. Graph. 2019 |
Rendering
real-time rendering |
0.3 | 2 | 2016 | Fast, Memory-Efficient Construction of Voxelized Shadows · IEEE Trans. Vis. Comput. Graph. 2016 Stochastic Transparency · IEEE Trans. Vis. Comput. Graph. 2011 |
GPUs and heterogeneous computing › GPU microarchitecture
GPU register file |
0.3 | 1 | 2017 | A Framework for Automated and Controlled Floating-Point Accuracy Reduction in Graphics Applications on GPUs · ACM Trans. Archit. Code Optim. 2017 |
Energy-efficient computing
power management |
0.3 | 1 | 2017 | A Framework for Automated and Controlled Floating-Point Accuracy Reduction in Graphics Applications on GPUs · ACM Trans. Archit. Code Optim. 2017 |
Emerging computing paradigms › approximate computing
precision reduction |
0.3 | 1 | 2017 | A Framework for Automated and Controlled Floating-Point Accuracy Reduction in Graphics Applications on GPUs · ACM Trans. Archit. Code Optim. 2017 |
Rendering
shadow rendering |
0.2 | 1 | 2016 | Fast, Memory-Efficient Construction of Voxelized Shadows · IEEE Trans. Vis. Comput. Graph. 2016 |
Rendering › shadow rendering
shadow mapping |
0.2 | 2 | 2014 | Stochastic Transparency · IEEE Trans. Vis. Comput. Graph. 2011 Compact precomputed voxelized shadows · ACM Trans. Graph. 2014 |
Hardware accelerators and domain-specific architectures › domain-specific accelerator
compression accelerator |
0.2 | 1 | 2022 | GBDI: Going Beyond Base-Delta-Immediate Compression with Global Bases · HPCA 2022 |
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 |
Rendering
antialiasing |
0.1 | 1 | 2011 | Stochastic Transparency · IEEE Trans. Vis. Comput. Graph. 2011 |
Rendering › surface rendering › transparency rendering
order-independent transparency |
0.1 | 1 | 2011 | Stochastic Transparency · IEEE Trans. Vis. Comput. Graph. 2011 |
Rendering › shadow rendering
shadow volumes |
0.1 | 1 | 2011 | An efficient alias-free shadow algorithm for opaque and transparent objects using per-triangle shadow volumes · ACM Trans. Graph. 2011 |
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 |
Methods — techniques the papers use, named apart from their topics
clustering algorithm · 0.6space-filling curves · 0.4JPG2K · 0.4JPG · 0.4BC7 · 0.4ASTC · 0.4data-driven precision selection · 0.3stochastic transparency · 0.2compact precomputed voxelized shadows · 0.2common sub-tree merging · 0.2ray tracing · 0.2cube-map shadows · 0.2
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2022 | GBDI: Going Beyond Base-Delta-Immediate Compression with Global BasesabstractMemory bandwidth is limiting performance for many emerging applications. While compression techniques can unlock a higher memory bandwidth, prior art offers only modestly better bandwidth. This paper contributes with a new compression method – Global Base Delta Immediate compression (GBDI) – that offers substantially higher memory bandwidth by, unlike prior art, selecting base values across memory blocks. GBDI uses a novel clustering algorithm through data analysis in the background. The presented accelerator infrastructure offers low area overhead and latency. This paper shows that GBDI offers a compression ratio of 2.3×, and yields 1.5× higher bandwidth and 1.1× higher performance compared with a baseline without compression support, on average, for SPEC2017 benchmarks requiring medium to high memory bandwidth. Alexandra Angerd, Angelos Arelakis, Vasilis Spiliopoulos, Erik Sintorn, Per Stenström |
HPCA | 4 |
| 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. | 2 |
| 2020 | A GPU Register File using Static Data CompressionabstractGPUs rely on large register files to unlock thread-level parallelism for high throughput. Unfortunately, large register files are power hungry, making it important to seek for new approaches to improve their utilization. Alexandra Angerd, Erik Sintorn, Per Stenström |
ICPP | 2 |
| 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 | 2 |
| 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 | 4 |
| 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 | 2 |
| 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. | 2 |
| 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 | 2 |
| 2017 | A Framework for Automated and Controlled Floating-Point Accuracy Reduction in Graphics Applications on GPUsabstractReducing the precision of floating-point values can improve performance and/or reduce energy expenditure in computer graphics, among other, applications. However, reducing the precision level of floating-point values in a controlled fashion needs support both at the compiler and at the microarchitecture level. At the compiler level, a method is needed to automate the reduction of precision of each floating-point value. At the microarchitecture level, a lower precision of each floating-point register can allow more floating-point values to be packed into a register file. This, however, calls for new register file organizations. This article proposes an automated precision-selection method and a novel GPU register file organization that can store floating-point register values at arbitrary precisions densely. The automated precision-selection method uses a data-driven approach for setting the precision level of floating-point values, given a quality threshold and a representative set of input data. By allowing a small, but acceptable, degradation in output quality, our method can remove a significant amount of the bits needed to represent floating-point values in the investigated kernels (between 28% and 60%). Our proposed register file organization exploits these lower-precision floating-point values by packing several of them into the same physical register. This reduces the register pressure per thread by up to 48%, and by 27% on average, for a negligible output-quality degradation. This can enable GPUs to keep up to twice as many threads in flight simultaneously. Alexandra Angerd, Erik Sintorn, Per Stenström |
ACM Trans. Archit. Code Optim. | 2 |
| 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 | 4 |
| 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. | 2 |
| 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 | 2 |
| 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. | 3 |
| 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 | 2 |
| 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 | 1 |
| 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. | 1 |
| 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. | 2 |
| 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 | 2 |
| 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. | 1 |
| 2011 | Stochastic TransparencyabstractStochastic transparency provides a unified approach to order-independent transparency, antialiasing, and deep shadow maps. It augments screen-door transparency using a random sub-pixel stipple pattern, where each fragment of transparent geometry covers a random subset of pixel samples of size proportional to alpha. This results in correct alpha-blended colors on average, in a single render pass with fixed memory size and no sorting, but introduces noise. We reduce this noise by an alpha correction pass, and by an accumulation pass that uses a stochastic shadow map from the camera. At the pixel level, the algorithm does not branch and contains no read-modify-write loops, other than traditional z-buffer blend operations. This makes it an excellent match for modern massively parallel GPU hardware. Stochastic transparency is very simple to implement and supports all types of transparent geometry, able without coding for special cases to mix hair, smoke, foliage, windows, and transparent cloth in a single scene. Eric Enderton, Erik Sintorn, Peter Shirley, David P. Luebke |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2010 | Stochastic transparencyabstractStochastic transparency provides a unified approach to order-independent transparency, anti-aliasing, and deep shadow maps. It augments screen-door transparency using a random sub-pixel stipple pattern, where each fragment of transparent geometry covers a random subset of pixel samples of size proportional to alpha. This results in correct alpha-blended colors on average, in a single render pass with fixed memory size and no sorting, but introduces noise. We reduce this noise by an alpha correction pass, and by an accumulation pass that uses a stochastic shadow map from the camera. At the pixel level, the algorithm does not branch and contains no read-modify-write loops other than traditional z-buffer blend operations. This makes it an excellent match for modern massively parallel GPU hardware. Stochastic transparency is very simple to implement and supports all types of transparent geometry, able without coding for special cases to mix hair, smoke, foliage, windows, and transparent cloth in a single scene. Eric Enderton, Erik Sintorn, Peter Shirley, David P. Luebke |
SI3D | 2 |
| 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 | 1 |
| 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 | 1 |
| 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 | 1 |
| 2008 | Fast parallel GPU-sorting using a hybrid algorithm
Erik Sintorn, Ulf Assarsson |
J. Parallel Distributed Comput. | 1 |