lu.se

Computer Graphics - LUGG

Computer Science | Faculty of Engineering, LTH

Publications in Computer Graphics

From 2024
Gustaf Waldemarson, Michael Doggett "Succinct Opacity Micromaps", High-Performance Graphics 2024, July 2024.
Rikard Olajos, Michael Doggett "Sparse Spatial Shading in Augmented Reality", GRAPP 2024, February 2024.
 
From 2022
Pierre Moreau, Michael Doggett "Real-time Rendering of Indirectly Visible Caustics", GRAPP 2022, February 2022.
Pierre Moreau "Towards Fully Dynamic Surface Illumination in Real-Time Rendering using Acceleration Data Structures", January 2022.
PhD Thesis. Publicly defended on Jan 14, 2022. Faculty opponent: Assoc. Prof. Veronica Sundstedt.
 
From 2021
Pierre Moreau, Michael Doggett, Erik Sintorn "Path Verification for Dynamic Indirect Lighting", arXiv:2111.06906, November 2021.
Cheng Zhang, Zhao Dong, Michael Doggett, Shuang Zhao "Antithetic Sampling for Monte Carlo Differentiable Rendering", ACM Transactions on Graphics (SIGGRAPH 2021), 40(4), August 2021.
 
From 2020
Pontus Andersson, Jim Nilsson, Tomas Akenine-Möller, Magnus Oskarsson, Kalle Åström, and Mark D. Fairchild, "FLIP: A Difference Evaluator for Alternating Images", High-Performance Graphics, July 2020.
Jim Nilsson and Tomas Akenine-Möller, "Understanding SSIM", arXiv:2006.13846, June 2020.
Gustaf Waldemarson, and Michael Doggett "Photon Mapping Superluminal Particles", EuroGraphics Short Paper, May 2020.
Krishna Rajan, Soheil Hashemi, Ulya Karpuzcu, Michael Doggett, and Sherief Reda "Dual-precision fixed-point arithmetic for low-power ray-triangle intersections", Computers and Graphics, Volume 87, April, 2020.
 
From 2019
Pierre Moreau, Matt Pharr and Petrik Clarberg "Dynamic Many-Light Sampling for Real-Time Ray Tracing", High Performance Graphics, 2019.
Pontus Andersson, Jim Nilsson, Marco Salvi, Josef Spjut, and Tomas Akenine-Möller "Temporally Dense Ray Tracing", High Performance Graphics, 2019.
Eric Haines and Tomas Akenine-Möller (editors), Ray Tracing Gems, Apress, 2019.
Peter Shirley, Ingo Wald, Tomas Akenine-Möller, and Eric Haines, "What is a Ray?", Chapter 1 in Ray Tracing Gems, Eric Haines and Tomas Akenine-Möller (editors), Apress, 2019.
Eric Haines, Johannes Günther, and Tomas Akenine-Möller "Precision Improvements for Ray/Sphere Intersection", Chapter 7 in Ray Tracing Gems, Eric Haines and Tomas Akenine-Möller (editors), Apress, 2019.
Pierre Moreau and Petrik Clarberg, "Importance Sampling of Many Light on the GPU", Chapter 18 in Ray Tracing Gems, Eric Haines and Tomas Akenine-Möller (editors), Apress, 2019.
Tomas Akenine-Möller, Jim Nilsson, Magnus Andersson, Colin Barré-Brisebois, Robert Toth, and Tero Karras "Texture Level of Detail Strategies for Real-Time Ray Tracing", Chapter 20 in Ray Tracing Gems, Eric Haines and Tomas Akenine-Möller (editors), Apress, 2019.
Tomas Akenine-Möller and Jim Nilsson, "Simple Environment Map Filtering Using Ray Cones and Ray Differentials", Chapter 21 in Ray Tracing Gems, Eric Haines and Tomas Akenine-Möller (editors), Apress, 2019.
Jacob Ström, Kalle Åström, and Tomas Akenine-Möller, Immersive Linear Algebra, free, online, interactive linear algebra book, 2019.
 
From 2018
Tomas Akenine-Möller. Eric Haines, Naty Hoffman, Angelo Pesce, Michal Iwanika, and Sèbastien Hillaire, Real-Time Rendering, 4th edition, CRC Press, 2018.
 
Papers from 2016
Rasmus Barringer, Magnus Andersson, and Tomas Akenine-Möller, "Ray Accelerator: Efficient and Flexible Ray Tracing on a Heterogeneous Architecture", Computer Graphics Forum, 2016.
Carl Johan Gribel and Tomas Akenine-Möller, "Time-Continuous Quasi-Monte Carlo Ray Tracing", Computer Graphics Forum, 2016.
Jacob Munkberg, Jon Hasselgren, Petrik Clarberg, Magnus Andersson, and Tomas Akenine-Möller, "Texture Space Caching and Reconstruction for Ray Tracing", ACM Transactions on Graphics, vol. 35, no. 6 (SIGGRAPH Asia), 2016.
Karthik Vaidyanathan, Tomas Akenine-Möller, and Marco Salvi, "Watertight Ray Traversal with Reduced Precision", High Performance Graphics, 2016.
Robert Toth, Jim Nilsson, and Tomas Akenine-Möller, "Comparison of Projection Methods for Rendering Virtual Reality", High Performance Graphics, 2016.
Jon Hasselgren, Magnus Andersson, and Tomas Akenine-Möller, "Masked Software Occlusion Culling", High Performance Graphics, 2016.
Pierre Moreau, Erik Sintorn, Viktor Kämpe, Ulf Assarsson and Michael Doggett, "Photon Splatting Using a View-Sample Cluster Hierarchy", High Performance Graphics, 2016.
Per Ganestam and Michael Doggett, "SAH guided spatial split partitioning for fast BVH construction", Computer Graphics Forum (Proceedings of EuroGraphics), Volume 35, Number 2, 2016.
 
Papers from 2015
Magnus Andersson, Jon Hasselgren, and Tomas Akenine-Möller, "Masked Depth Culling for Graphics Hardware", SIGGRAPH Asia, 2015.
Magnus Andersson, "Algorithmic Improvements for Stochastic Rasterization & Depth Buffering", Oct 2015.
PhD Thesis. Publicly defended on Oct 16, 2016. Faculty opponent: Professor Pierre Poulin.
Rasmus Barringer, "Fast and High-Quality Visibility Determination", Sept 2015.
PhD Thesis. Publicly defended on Sept 4, 2016. Faculty opponent: Professor Elmar Eisemann.
Per Ganestam, Rasmus Barringer, Michael Doggett, and Tomas Akenine-Möller, "Bonsai: Rapid Bounding Volume Hierarchy Generation using Mini Trees", the Journal of Computer Graphics Techniques, vol. 4, no. 3, 23-42, 2015.
Robert Toth, Jon Hasselgren,and Tomas Akenine-Möller, "Perception of Highlight Disparity at a Distance in Consumer Head-Mounted Displays", High-Performance Graphics, pp. 61-66, 2015.
Magnus Andersson, Jon Hasselgren, Jacob Munkberg and Tomas Akenine-Möller, "Filtered Stochastic Shadow Mapping Using a Layered Approach", Computer Graphics Forum, 2015.
Rahul Sathe and Tomas Akenine-Möller, "Pixel Merge Unit", EG 2015 - short papers, 2015.
 
Papers from 2014
Björn Johnsson and Tomas Akenine-Möller, "A Performance and Energy Evaluation of Many-Light Rendering Algorithms", The Visual Computer, 2014.
Björn Johnsson, "Energy Analysis for Graphics Processors using Novel Methods & Efficient Multi-View Rendering", Oct 2014.
PhD Thesis. Publicly defended on Oct 3, 2014. Faculty opponent: Professor Håkan Grahn.
Per Ganestam and Michael Doggett, "Real-Time Multiply Recursive Reflections and Refractions using Hybrid Rendering",
The Visual Computer, Volume 31, Issue 10 , pp 1395-1403, 2014.
Petrik Clarberg, Robert Toth, Jon Hasselgren, Jim Nilsson, and Tomas Akenine-Möller AMFS: Adaptive Multi-Frequency Shading for Future Graphics Processors, ACM Transactions on Graphics, vol. 33, no. 4, article no. 141, 2014
Jacob Munkberg, Karthik Vaidyanathan, Jon Hasselgren, Petrik Clarberg, and Tomas Akenine-Möller Layered Reconstruction for Defocus and Motion Blur, Eurographics Symposium of Rendering, Computer Graphics Forum, vol. 33, no 4, pp. 81-92, 2014
Karthik Vaidyanathan, Marco Salvi, Robert Toth, Tim Foley, Tomas Akenine-Möller, Jim Nilsson, Jacob Munkberg, Jon Hasselgren, Masamichi Sugihara, Petrik Clarberg, Tomasz Janczak and Aaron Lefohn, Coarse Pixel Shading, High-Performance Graphics, 2014
Rasmus Barringer and Tomas Akenine-Möller, "Dynamic Ray Stream Traversal", ACM Transactions on Graphics, vol. 33, no. 4, article no. 151, 2014
Magnus Andersson, Jon Hasselgren, Robert Toth, and Tomas Akenine-Möller, "Adaptive Texture Space Shading for Stochastic Rendering", Eurographics, Computer Graphics Forum, vol. 33, no. 2, pp. 341-350, 2014. bibtex
Björn Johnsson and Tomas Akenine-Möller, "Measuring Per-Frame Energy Consumption of Real-Time Graphics Applications", Journal of Computer Graphics Techniques, vol. 3, no. 1, 2014.
 
Papers from 2013
Carl Johan Gribel, Jacob Munkberg, Jon Hasselgren and Tomas Akenine-Möller, "Theory and Analysis of Higher-Order Motion Blur Rasterization", High Performance Graphics, 2013.
Rasmus Barringer and Tomas Akenine-Möller, "A4: Asynchronous Adaptive Anti-Aliasing using Shared Memory", to appear in ACM Transactions on Graphics (SIGGRAPH 2013), vol. 32, no. 4, pp. XX-XX, 2013.
Philip Buchanan, R. Mukundan and Michael Doggett, "Automatic Single-View Character Model Reconstruction", Expressive 2013 (SBIM), July 19-20 2013, Anaheim, U.S.A.
John David Olovsson and Michael Doggett, "Octree Light Propagation Volumes", SIGRAD 13, June 13-14 2013, Norrköping, Sweden. (BEST STUDENT PAPER AWARD)
Rasmus Barringer and Tomas Akenine-Möller, "Dynamic Stackless Binary Tree Traversal", Journal of Computer Graphics Techniques, vol. 2, no. 1, pp. 38-49, 2013. bibtex
Magnus Andersson, Jacob Munkberg, and Tomas Akenine-Möller, "Stochastic Depth Buffer Compression using Generalized Plane Encoding", To appear in Eurographics, 2013. bibtex
 
Papers from 2012
Jon Hasselgren, Magnus Andersson, Jim Nilsson, and Tomas Akenine-Möller, "A Compressed Depth Cache", Journal of Computer Graphics Techniques, vol. 1, no. 1. pp. 101-118, 2012.
Petrik Clarberg, "Hierarchical Variance Reduction Techniques for Monte Carlo Rendering", Oct 2012.
PhD Thesis. Publicly defended on Dec 7, 2012. Faculty opponent: Jason Lawrence. bibtex
Tomas Akenine-Möller and Björn Johnsson, "Performance per What?", Journal of Computer Graphics Techniques, vol. 1, no. 1, pp. 37-41, 2012. bibtex
Rasmus Barringer, Carl Johan Gribel, and Tomas Akenine-Möller, "High-Quality Curve Rendering using Line Sampled Visibility", SIGGRAPH Asia 2012.
Jacob Munkberg, Robert Toth, and Tomas Akenine-Möller, "Per-Vertex Defocus Blur for Stochastic Rasterization", Computer Graphics Forum (Eurographics Symposium on Rendering), vol. 31, no. 4, pp. 1385--1389, 2012. bibtex
Björn Johnsson, Per Ganestam, Michael Doggett, and Tomas Akenine-Möller, "Power Efficiency for Software Algorithms running on Graphics Processors", High Performance Graphics, 2012.
Jim Nilsson, Petrik Clarberg, Björn Johnsson, Jacob Munkberg, Jon Hasselgren, Robert Toth, Marco Salvi, and Tomas Akenine-Möller, "Design and Novel Uses of Higher-Dimensional Rasterization", High Performance Graphics, 2012.
Philip Buchanan and Michael Doggett "Transferring Characteristic Proportions to Modify the Artistic Style of Cartoons", Computer Graphics International, June 2012, Bournemouth, UK.
Daniel Jönsson, Per Ganestam, Michael Doggett, Anders Ynnerman and Timo Ropinski, "Explicit Cache Management for Volume Ray-Casting on Parallel Architectures", Eurographics Symposium on Parallel Graphics and Visualization, 2012.
Per Ganestam and Michael Doggett, "Auto-tuning Interactive Ray Tracing using an Analytical GPU Architecture Model", GPGPU-5, 2012.
Jacob Munkberg and Tomas Akenine-Möller, "Hyperplane Culling for Stochastic Rasterization", Eurographics - Short Papers, 2012. bibtex
Tomas Akenine-Möller, Robert Toth, Jacob Munkberg, and Jon Hasselgren, "Efficient Depth of Field Rasterization using a Tile Test based on Half-Space Culling", Computer Graphics Forum, vol. 31, no. 1, pp. 3-18, 2012. (submitted in June 2011). bibtex
 
Papers from 2011
Jacob Munkberg, Petrik Clarberg, Jon Hasselgren, Robert Toth, Masamichi Sugihara, and Tomas Akenine-Möller, "Hierarchical Stochastic Motion Blur Rasterization", High Performance Graphics 2011, pp. 107-118. bibtex
Magnus Andersson, Jon Hasselgren, and Tomas Akenine-Möller, "Depth Buffer Compression for Stochastic Motion Blur Rasterization", High Performance Graphics 2011, pp. 127-134. bibtex
Carl Johan Gribel, Rasmus Barringer, and Tomas Akenine-Möller, "High-Quality Spatio-Temporal Rendering using Semi-Analytical Visibility", ACM Transactions on Graphics, Vol. 30(4), Art. 54, 2011. bibtex
Magnus Andersson, Björn Johnsson, Jacob Munkberg, Petrik Clarberg, Jon Hasselgren, and Tomas Akenine-Möller, "Efficient Multi-view Ray Tracing using Edge Detection and Shader Reuse", Visual Computer, June 2011.
Jonathan Ragan-Kelley, Jaakko Lehtinen, Jiawen Chen, Michael Doggett, and Fredo Durand, "Decoupled Sampling for Graphics Pipelines", ACM Transaction on Graphics, May, 30(3), 2011
Jacob Munkberg and Tomas Akenine-Möller, "Backface Culling for Motion Blur and Depth of Field", Journal of Graphics, GPU, and Game Tools, vol. 15, no. 2, pp. 123-139, 2011. bibtex
Jacob Munkberg
"Towards a High Quality Real-Time Graphics Pipeline",
PhD Thesis, April 2011. bibtex
 
Papers from 2010
Petrik Clarberg, Robert Toth, Jon Hasselgren, and Tomas Akenine-Möller, "An Optimizing Compiler for Automatic Shader Bounding", Computer Graphics Forum (Proceedings of EGSR 2010), vol. 29(4), pp. 1259-1268, June 2010. bibtex
Michael Doggett, Samuli Laine, Warren Hunt (Editors), High-Performance Graphics Proceedings, Saarbrücken, Germany, June 2010.
Carl Johan Gribel, Michael Doggett, and Tomas Akenine-Möller, "Analytical Motion Blur Rasterization using Compression", High Performance Graphics, pp. 163-172, June 2010. bibtex
Jacob Munkberg, Jon Hasselgren, Robert Toth and Tomas Akenine-Möller, "Efficient Bounding of Displaced Bézier Patches", High Performance Graphics, pp. 153-162, June 2010. bibtex
Jim Rasmusson, Jacob Ström, Per Wennersten, Michael Doggett and Tomas Akenine-Möller, "Texture Compression of Light Maps using Smooth Profile Functions", High-Performance Graphics, pp. 143-152, June 2010. bibtex
Tomas Akenine-Möller and Matthias Zwicker (guest editors), "Eurographics 2010 Proceedings" , Computer Graphics Forum, vol. 29, no. 2, May 2010.
Henrik Wann Jensen and Tomas Akenine-Möller, "The Race for Real-Time Photorealism" , American Scientist, vol. 98, no. 2, March/April 2010.
Also appears in Spektrum - der wissenschaft, August 2010 (in German),
and in Pour la Science, December 2010 (in French).
 
Papers from 2009
Thomas Larsson and Tomas Akenine-Möller, "Bounding Volume Hierarchies of Slab Cut Balls", Computer Graphics Forum, vol. 28, no. 8, pp. 2379-2395, Dec 2009.
Jim Rasmusson, Jacob Ström, and Tomas Akenine-Möller, "Error-bounded Lossy Compression of of Floating-Point Color Buffers using Quadtree Decomposition", Visual Computer, June 2009.
Jon Hasselgren, Performance Improvements for the Rasterization Pipeline, Ph.D. Thesis, 2009.
Jon Hasselgren, Jacob Munkberg, and Tomas Akenine-Möller, Automatic Pre-Tessellation Culling, ACM Transactions on Graphics, Vol. 28(2), Art. 19, 2009.
 
Papers from 2008
Tolga Capin, Kari Pulli, and Tomas Akenine-Möller, The State of the Art in Mobile Graphics Research, IEEE Computer Graphics and Applications, July/August, May 2008.
Petrik Clarberg and Tomas Akenine-Möller, Exploiting Visibility Correlation in Direct Illumination, Computer Graphics Forum (Proceedings of EGSR 2008), vol. 27(4), pp. 1125-1136. bibtex
Petrik Clarberg, Fast Equal-Area Mapping of the (Hemi)Sphere using SIMD, Journal of Graphics Tools, vol. 13(3), pp. 53-68, 2008 bibtex
Jacob Ström, Per Wennersten, Jim Rasmusson, Jon Hasselgren, Jacob Munkberg, Petrik Clarberg and Tomas Akenine-Möller, Floating-Point Buffer Compression in a Unified Codec Architecture, Proceedings of Graphics Hardware, pp. 75-84, 2008. bibtex
Jacob Munkberg, Jon Hasselgren and Tomas Akenine-Möller, Non-Uniform Fractional Tessellation, Accepted to Graphics Hardware, 2008.
Fabrice Rousselle, Petrik Clarberg, Luc Leblanc, Victor Ostromoukhov and Pierre Poulin, Efficient Product Sampling using Hierarchical Thresholding, The Visual Computer (Proceedings of CGI 2008), vol. 24(7-9), pp. 465-474. bibtex
Petrik Clarberg and Tomas Akenine-Möller, Practical Product Importance Sampling for Direct Illumination, Computer Graphics Forum (Proceedings of Eurographics 2008), vol. 27(2), pp. 681-690. bibtex
Tomas Akenine-Möller and Jacob Ström, Graphics Processing Units for Handhelds, Proceedings of the IEEE, special issue on Cutting-Edge Computing, vol. 96, no. 5, May 2008.
Jacob Munkberg, Petrik Clarberg, Jon Hasselgren and Tomas Akenine-Möller, Practical HDR Texture Compression, Computer Graphics Forum, vol. 27(6), pp. 1664-1676, 2008. (Technical Report 92, ISSN 1404-1200, Lund University, August 2007.) bibtex
 
Papers from 2007
Henrik Malm, Magnus Oskarsson, Eric Warrant, Petrik Clarberg, Jon Hasselgren, and Calle Lejdfors, Adaptive enhancement and noise reduction in very low light-level video, In Proceedings of ICCV 2007, pp. 1-8. bibtex
Erik Månsson, Jacob Munkberg and Tomas Akenine-Möller, "Deep Coherent Ray Tracing", RT 07 - Symposium on Interactive Ray Tracing 2007
Jon Hasselgren and Tomas Akenine-Möller, "PCU: The Programmable Culling Unit", ACM Transactions on Graphics (Proceedings of ACM SIGGRAPH 2007), vol. 26, no. 3, 2007.
Jacob Munkberg, Ola Olsson, Jacob Ström and Tomas Akenine-Möller, "Tight Frame Normal Map Compression", Graphics Hardware, August 2007.
Jim Rasmusson, Jon Hasselgren and Tomas Akenine-Möller, "Exact and Error-Bounded Approximate Color Buffer Compression and Decompression", Graphics Hardware, August 2007.
Tomas Akenine-Möller, Jacob Munkberg, and Jon Hasselgren, "Stochastic Rasterization using Time-Continuous Triangles", Graphics Hardware, August 2007.
Jon Hasselgren, Tomas Akenine-Möller, "Textured Shadow Volumes", Journal of Graphics Tools, 12(4):59-72, 2007.
Thomas Larsson, Tomas Akenine-Möller, and Eric Lengyel, "On Faster Sphere-Box Overlap Testing", Journal of graphics tools, vol. 12, no. 1, pp. 3-8, 2007.
 
Papers from 2006
Jacob Munkberg, Tomas Akenine-Möller, and Jacob Ström, "High-Quality Normal Map Compression", Graphics Hardware, September 2006.
Jon Hasselgren and Tomas Akenine-Möller, "Efficient Depth Buffer Compression", Graphics Hardware, September 2006.
Jon Hasselgren and Tomas Akenine-Möller, "An Efficient Multi-View Rasterization Architecture", Eurographics Symposium on Rendering, June 2006.
Tomas Akenine-Möller and Wolfgang Heidrich (eds.), Rendering Techniques 2006, Eurographics Symposium on Rendering, Cyprus, June 2006.
Oskar Alexandersson, Christoffer Gurell, and Tomas Akenine-Möller, "Compressing Dynamically Generated Textures on the GPU", ACM SIGGRAPH 2006 Conference Abstracts and Applications, 2006.
Jacob Munkberg, Petrik Clarberg, Jon Hasselgren and Tomas Akenine-Möller, "High Dynamic Range Texture Compression For Graphics Hardware", ACM Transactions on Graphics (Proceedings of ACM SIGGRAPH 2006), vol. 25, no. 3, 2006. bibtex
Thomas Larsson and Tomas Akenine-Möller, "A Dynamic Bounding Volume Hierarchy for Generalized Collision Detection", Computers & Graphics, vol. 30, no. 3, pp. 451-460, July 2006. [This is a slightly extended version of the VRIPHYS conference paper from 2005]
 
Papers from 2005
Jon Hasselgren, Tomas Akenine-Möller, and Samuli Laine, "A Family of Inexpensive Sampling Schemes", to appear in Computer Graphics Forum, 2005.
Thomas Larsson and Tomas Akenine-Möller, "A Dynamic Bounding Volume Hierarchy for Generalized Collision Detection", Proceedings of the 2nd Workshop on Virtual Reality Interactions and Physical Simulations, pp. 91-100, 2005.
Jacob Ström and Tomas Akenine-Möller, "iPACKMAN: High-Quality, Low-Complexity Texture Compression for Mobile Phones", Graphics Hardware 2005, pp. 63-70.
Petrik Clarberg, Wojciech Jarosz, Tomas Akenine-Möller, and Henrik Wann Jensen, "Wavelet Importance Sampling: Efficiently Evaluating Products of Complex Functions", ACM Transactions on Graphics (Proceedings of ACM SIGGRAPH 2005), vol. 24, no. 3, pp. 1166-1175, 2005. bibtex
Samuli Laine, Timo Aila, Ulf Assarsson, Jaakko Lehtinen and Tomas Akenine-Möller, "Soft Shadow Volumes for Ray Tracing", ACM Transactions on Graphics (Proceedings of ACM SIGGRAPH 2005), vol. 24, no. 3,pp. 1156-1165.
Anders Wang Kristensen, Tomas Akenine-Möller, and Henrik Wann Jensen, "Precomputed Local Radiance Transfer for Real-Time Lighting Design", ACM Transactions on Graphics (Proceedings of ACM SIGGRAPH 2005), vol. 24, no. 3, pp. 1208-1215.
Manfred Ernst, Tomas Akenine-Möller, and Henrik Wann Jensen, "Interactive Rendering of Caustics using Interpolated Warped Volumes", Graphics Interface 2005, pp. 87-96, 2005.
Jon Hasselgren, Tomas Akenine-Möller, and Lennart Ohlsson, ``Conservative Rasterization on the GPU'', GPU Gems II, pp. 677-690, 2005.
Tomas Akenine-Möller and Timo Aila, "Conservative and Tiled Rasterization Using a Modified Triangle Setup", Journal of graphics tools, vol. 10, no. 3, pp. 1-8, 2005.
Marta Löfstedt and Tomas Akenine-Möller, ``An Evaluation Framework for Ray-Triangle Intersection Algorithms'', Journal of graphics tools, vol. 10, no. 2, pp. 13-26, 2005.
 
Papers from 2004
Ulf Assarsson and Tomas Akenine-Möller, ``Occlusion Culling and Z-fail for Soft Shadow Volume Algorithms'', The Visual Computer, Volume 20, Numbers 8-9, November 2004. See also our shadow rendering page.
Tomas Akenine-Möller and Michael McCool (eds.), Graphics Hardware 2004 proceedings, Grenoble, August 2004.
Jan Kautz, Marc Stamminger, Tomas Akenine-Möller, Eric Chan, Wolfgang Heidrich, Mark Kilgard, Real-Time Shadowing Techniques, full day course at SIGGRAPH 2004.
Timo Aila, and Tomas Akenine-Möller, ``A Hierarchical Shadow Volume Algorithm'', Graphics Hardware 2004, pp. 15-23, August 2004. See also our shadow rendering page.
Jacob Ström, and Tomas Akenine-Möller, ``PACKMAN: Texture Compression for Mobile Phones'', Technical sketch at SIGGRAPH 2004, August 2004. See also our mobile graphics page.
Tomas Akenine-Möller and Ulf Assarsson, ``On the Degree of Vertices in a Shadow Volume Silhouette'', journal of graphics tools, vol. 8, no. 4, pp. 21-24, 2003.
See also our shadow rendering page.
 
Papers from 2003 (far from complete!)
Tomas Akenine-Möller and Jacob Ström, "Graphics for the Masses: A Hardware Rasterization Architecture for Mobile Phones", ACM Transactions of Graphics (Proceedings of ACM SIGGRAPH), vol. 22, no. 3, pp. 801-808, July 2003. See also our mobile graphics page.
Ulf Assarsson and Tomas Akenine-Möller, "A Geometry-based Soft Shadow Volume Algorithm using Graphics Hardware", ACM Transactions of Graphics (Proceedings of ACM SIGGRAPH), vol. 22, no. 3, pp. 511-520, July 2003. See also our shadow rendering page.