Tomas Akenine-Möller
Titel
professor
Organisation
046-2228031
Tomas [dot] Akenine-Moller [at] cs [dot] lth [dot] se
Publikationer (hämtat ur Lunds universitets publikationsdatabas)
författare
- 2013
- 2012
- Efficient Depth of Field Rasterization Using a Tile Test Based on Half-Space Culling
- High-Quality Curve Rendering using Line Sampled Visibility
- Hyperplane Culling for Stochastic Rasterization
- Per-Vertex Defocus Blur for Stochastic Rasterization
- Power Efficiency for Software Algorithms running on Graphics Processors
- 2011
- Backface culling for motion blur and depth of field
- Depth buffer compression for stochastic motion blur rasterization
- Efficient multi-view ray tracing using edge detection and shader reuse
- Hierarchical stochastic motion blur rasterization
- High-quality spatio-temporal rendering using semi-analytical visibility
- 2010
- An Optimizing Compiler for Automatic Shader Bounding
- Analytical Motion Blur Rasterization with Compression
- Ecther Als Die Wirklichkeit?
- Efficient Bounding of Displaced Bézier Patches
- Error-bounded lossy compression of floating-point color buffers using quadtree decomposition
- Texture compression of light maps using smooth profile functions
- The race for real-time photorealism
- 2009
- 2008
- Exploiting visibility correlation in direct illumination
- Floating-point buffer compression in a unified codec architecture
- Graphics processing units for handhelds
- Non-uniform fractional tessellation
- Practical HDR texture compression
- Practical product importance sampling for direct illumination
- The state of the art in mobile graphics research
- 2007
- 2006
- A dynamic bounding volume hierarchy for generalized collision detection
- An Efficient Multi-View Rasterization Architecture
- Compressing Dynamically Generated Textures on the GPU
- Efficient Depth Buffer Compression
- High dynamic range texture compression for graphics hardware
- High-Quality Normal Map Compression
- 2005
- A Dynamic Bounding Volume Hierarchy for Generalized Collision Detection
- A family of inexpensive sampling schemes
- An Evaluation Framework for Ray-Triangle Intersection Algorithms
- Conservative Rasterization
- Conservative and tiled rasterization using a modified triangle setup
- Interactive Rendering of Caustics using Interpolated Warped Volumes
- Precomputed local radiance transfer for real-time lighting design
- Soft shadow volumes for ray tracing
- Wavelet Importance Sampling: Efficiently Evaluating Products of Complex Functions
- iPACKMAN: High-Quality, Low-Complexity Texture Compression for Mobile Phones
- 2004
- 2003
- 2002
- 2001

