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Ola Olsson

dblp:55/1094 · DBLP profile ↗
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7ranked-venue papers
3as first author
0since 2021 · last 2018
—ORCID · conflict

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

Graphics, computer vision, multimedia, augmented reality and games · 5 · 2 first-authorHuman-computer interaction and ubiquitous computing · 2 · 1 first-authorArtificial intelligence and machine learning · 1Systems, architecture and hardware · 1Software engineering, systems software and programming languages · 1 · 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
3 papers
Rendering · 100%

Topics — the 4 heaviest of 5, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Rendering › shadow rendering
real-time shadows
0.532015
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
0.212015
More Efficient Virtual Shadow Maps for Many Lights · IEEE Trans. Vis. Comput. Graph. 2015
Rendering › shadow rendering
shadow volumes
0.112011
An efficient alias-free shadow algorithm for opaque and transparent objects using per-triangle shadow volumes · ACM Trans. Graph. 2011
Rendering › shadow rendering
shadow mapping
0.112014
Compact precomputed voxelized shadows · ACM Trans. Graph. 2014

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

ray tracing · 0.2cube-map shadows · 0.2subtree merging · 0.2sparse voxel octree · 0.2filtered shadow reconstruction · 0.2stochastic transparency · 0.1depth peeling · 0.1CUDA · 0.1
YearPublicationVenuePosition
2018 PiRat: An Autonomous Framework for Studying Social Behaviour in Rats and Robots
abstract
The use of robots, as a social stimulus, provides several advantages over using another animal. In particular, for rat-robot studies, robots can produce social behaviour that is reproducible across trials. In the current work, we outline a framework for rat-robot interaction studies, that consists of a novel rat-sized robot (PiRat), models of robotic behavior, and a position tracking system for both robot and rat. We present the design of the framework, including constraints on autonomy, latency, and control. We pilot tested our framework by individually running the robot rat with eight different rats, first through a habituation stage, and then with PiRat performing two different types of behaviour - avoiding and frequently approaching. We evaluate the performance of the framework on latency and autonomy, and on the ability to influence the behaviour of individual rats. We find that the framework performs well on its constraints, engages some of the rats (according to the number of meetings), and features a control scheme that produces reproducible behaviour in rats. These features represent a first demonstration of a closed-loop rat-robot framework.
Scott Heath, Carlos Andres Ramirez-Brinez, Joshua T. Arnold, Ola Olsson, Jonathon Taufatofua, Pauline Pounds, Janet Wiles, Eric Leonardis, Emanuel Gygi, Estelita Leija, Laleh Quinn, Andrea Chiba
IROS4
2015 More Efficient Virtual Shadow Maps for Many Lights
abstract
Recently, 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.1
2014 Efficient virtual shadow maps for many lights
abstract
Recently, 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
I3D1
2014 Per-triangle shadow volumes using a view-sample cluster hierarchy
abstract
Rendering 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
I3D3
2014 Compact precomputed voxelized shadows
abstract
Producing 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.3
2011 An efficient alias-free shadow algorithm for opaque and transparent objects using per-triangle shadow volumes
abstract
This 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.2
2005 Customised Induction Rules for Proving Correctness of Imperative Programs
abstract
In this paper we develop a method for automatic construction of customised induction rules for use in a semi-interactive theorem prover. The induction rules are developed to prove the total correctness of loops in an imperative language. We concentrate on integers. First we compute a partition of the domain of the induction variable. Our method makes use of failed proof attempts in the theorem prover to gain information about the problem structure and create the partition. Then, based on this partition we create an induction rule, in destructor style, that is customised to make the proving of the loop simpler. Our concern is in user interaction, rather than in proof strength. Using the customised induction rules, we find that in comparison to standard (Peano) induction or Noetherian induction, the proofs become more modularised and simpler user interaction can be expected. Furthermore, by using destructor style induction we circumvent the problem of creating inverses of functions and we use the machinery of a theorem prover (with symbolic execution) to make the method automatic. We also show that the customised induction rules created by the method are sound.
Ola Olsson, Angela Wallenburg
SEFM1