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Tomas Akenine-Möller: [Publications] [Author Rank by year] [Co-authors] [Prefers] [Cites] [Cited by]

Publications of Author

  1. Manfred Ernst, Tomas Akenine-Möller, Henrik Wann Jensen
    Interactive rendering of caustics using interpolated warped volumes. [Citation Graph (0, 0)][DBLP]
    Graphics Interface, 2005, pp:87-96 [Conf]
  2. Tomas Akenine-Möller, Ulf Assarsson
    Approximate Soft Shadows on Arbitrary Surfaces using Penumbra Wedges. [Citation Graph (0, 0)][DBLP]
    Rendering Techniques, 2002, pp:297-305 [Conf]
  3. Thomas Larsson, Tomas Akenine-Möller
    A dynamic bounding volume hierarchy for generalized collision detection. [Citation Graph (0, 0)][DBLP]
    Computers & Graphics, 2006, v:30, n:3, pp:450-459 [Journal]
  4. Tomas Akenine-Möller, Jacob Ström
    Graphics for the masses: a hardware rasterization architecture for mobile phones. [Citation Graph (0, 0)][DBLP]
    ACM Trans. Graph., 2003, v:22, n:3, pp:801-808 [Journal]
  5. Ulf Assarsson, Tomas Akenine-Möller
    A geometry-based soft shadow volume algorithm using graphics hardware. [Citation Graph (0, 0)][DBLP]
    ACM Trans. Graph., 2003, v:22, n:3, pp:511-520 [Journal]
  6. Petrik Clarberg, Wojciech Jarosz, Tomas Akenine-Möller, Henrik Wann Jensen
    Wavelet importance sampling: efficiently evaluating products of complex functions. [Citation Graph (0, 0)][DBLP]
    ACM Trans. Graph., 2005, v:24, n:3, pp:1166-1175 [Journal]
  7. Anders Wang Kristensen, Tomas Akenine-Möller, Henrik Wann Jensen
    Precomputed local radiance transfer for real-time lighting design. [Citation Graph (0, 0)][DBLP]
    ACM Trans. Graph., 2005, v:24, n:3, pp:1208-1215 [Journal]
  8. Samuli Laine, Timo Aila, Ulf Assarsson, Jaakko Lehtinen, Tomas Akenine-Möller
    Soft shadow volumes for ray tracing. [Citation Graph (0, 0)][DBLP]
    ACM Trans. Graph., 2005, v:24, n:3, pp:1156-1165 [Journal]
  9. Jacob Munkberg, Petrik Clarberg, Jon Hasselgren, Tomas Akenine-Möller
    High dynamic range texture compression for graphics hardware. [Citation Graph (0, 0)][DBLP]
    ACM Trans. Graph., 2006, v:25, n:3, pp:698-706 [Journal]
  10. Ulf Assarsson, Tomas Akenine-Möller
    Occlusion culling and z-fail for soft shadow volume algorithms. [Citation Graph (0, 0)][DBLP]
    The Visual Computer, 2004, v:20, n:8-9, pp:601-612 [Journal]
  11. Thomas Larsson, Tomas Akenine-Möller
    Efficient collision detection for models deformed by morphing. [Citation Graph (0, 0)][DBLP]
    The Visual Computer, 2003, v:19, n:2-3, pp:164-174 [Journal]
  12. Tomas Akenine-Möller, Jacob Munkberg, Jon Hasselgren
    Stochastic rasterization using time-continuous triangles. [Citation Graph (0, 0)][DBLP]
    Graphics Hardware, 2007, pp:7-16 [Conf]
  13. Jacob Ström, Tomas Akenine-Möller
    iPACKMAN: high-quality, low-complexity texture compression for mobile phones. [Citation Graph (0, 0)][DBLP]
    Graphics Hardware, 2005, pp:63-70 [Conf]
  14. Timo Aila, Tomas Akenine-Möller
    A hierarchical shadow volume algorithm. [Citation Graph (0, 0)][DBLP]
    Graphics Hardware, 2004, pp:15-23 [Conf]
  15. Jacob Munkberg, Ola Olsson, Jacob Ström, Tomas Akenine-Möller
    Tight frame normal map compression. [Citation Graph (0, 0)][DBLP]
    Graphics Hardware, 2007, pp:37-40 [Conf]
  16. Ulf Assarsson, Michael Dougherty, Michael Mounier, Tomas Akenine-Möller
    An optimized soft shadow volume algorithm with real-time performance. [Citation Graph (0, 0)][DBLP]
    Graphics Hardware, 2003, pp:33-40 [Conf]
  17. Jim Rasmusson, Jon Hasselgren, Tomas Akenine-Möller
    Exact and error-bounded approximate color buffer compression and decompression. [Citation Graph (0, 0)][DBLP]
    Graphics Hardware, 2007, pp:41-48 [Conf]
  18. Jon Hasselgren, Tomas Akenine-Möller, Samuli Laine
    A Family of Inexpensive Sampling Schemes. [Citation Graph (0, 0)][DBLP]
    Comput. Graph. Forum, 2005, v:24, n:4, pp:843-848 [Journal]
  19. Jon Hasselgren, Tomas Akenine-Möller
    PCU: the programmable culling unit. [Citation Graph (0, 0)][DBLP]
    ACM Trans. Graph., 2007, v:26, n:3, pp:92- [Journal]

  20. The State of the Art in Mobile Graphics Research. [Citation Graph (, )][DBLP]


  21. Practical Product Importance Sampling for Direct Illumination. [Citation Graph (, )][DBLP]


  22. Exploiting Visibility Correlation in Direct Illumination. [Citation Graph (, )][DBLP]


  23. Practical HDR Texture Compression. [Citation Graph (, )][DBLP]


  24. Bounding Volume Hierarchies of Slab Cut Balls. [Citation Graph (, )][DBLP]


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