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Erik Sintorn
Erik Sintorn
Verified email at chalmers.se
Title
Cited by
Cited by
Year
Fast parallel GPU-sorting using a hybrid algorithm
E Sintorn, U Assarsson
Journal of Parallel and Distributed Computing 68 (10), 1381-1388, 2008
2842008
Stochastic transparency
E Enderton, E Sintorn, P Shirley, D Luebke
Proceedings of the 2010 ACM SIGGRAPH symposium on Interactive 3D Graphics …, 2010
1302010
High resolution sparse voxel dags
V Kämpe, E Sintorn, U Assarsson
ACM Transactions on Graphics (TOG) 32 (4), 1-13, 2013
1262013
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
872008
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
632009
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
472008
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
402010
Compact Precomputed Voxelized Shadows
E Sintorn, V Kämpe, O Olsson, U Assarsson
To appear in ACM TOG 33, 4, 2014
382014
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
322017
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
292011
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
242015
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
182016
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
172014
Real-time multiple scattering using light propagation volumes.
M Billeter, E Sintorn, U Assarsson
I3D 12, 119-126, 2012
172012
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
162014
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
102015
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
92020
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
92017
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
82021
Photon splatting using a view-sample cluster hierarchy.
P Moreau, E Sintorn, V Kämpe, U Assarsson, MC Doggett
High Performance Graphics, 75-85, 2016
62016
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Articles 1–20