Thomas Larsson, Senior Lecturer


Thomas Larsson is a senior researcher and teacher in Computer Science at Mälardalen University. In 2008, he was promoted to Senior Lecturer (universitetslektor) on pedagogic skills. His Ph.D. degree in computer science was completed in 2009. His research interests include computer graphics, real-time rendering, human-computer interaction, parallel algorithms, collision detection, spatial data structures, and computational geometry.

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Latest publications:

Adaptive Collision Culling for Massive Simulations by a Parallel and Context-Aware Sweep and Prune Algorithm (May 2017)
Gabriele Capannini, Thomas Larsson
IEEE Transactions on Visualization and Computer Graphics (in press) (TVCG (in press))

Curious, Thoughtful and Affirmative - Young Children’s Meanings of Participation in Healthcare Situations when using an Interactive Communication Tool (May 2017)
Anna Stålberg, Anette Sandberg , Thomas Larsson, Imelda Coyne , Maja Söderbäck
Journal of Clinical Nursing (JCN, 2017)

A Filtering Heuristic for the Computation of Minimum-Volume Enclosing Ellipsoids (Dec 2016)
Linus Källberg, Thomas Larsson
Combinatorial Optimization and Applications: 10th International Conference, COCOA 2016, Hong Kong, China, December 16-18, 2016, Proceedings (COCOA 2016)

Adaptive Collision Culling for Large-Scale Simulations by a Parallel Sweep and Prune Algorithm (Jun 2016)
Gabriele Capannini, Thomas Larsson
Proceedings of the 16th Eurographics Symposium on Parallel Graphics and Visualization (EGPGV 2016)

The child's perspective as a guiding principle: Young children as co-designers of an interactive application to facilitate participation in healthcare situations (Jun 2016)
Anna Stålberg, Anette Sandberg , Maja Söderbäck , Thomas Larsson
Journal of Biomedical Informatics (JBI, 61)

Towards a compositional service architecture for real-time cloud robotics: invited paper (Jun 2016)
Shahina Begum, Moris Behnam, Thomas Larsson, Thomas Nolte, Kristian Sandström
ACM SIGBED Review. Special Issue on 8th Workshop on Compositional Theory and Technology for Real-Time Embedded Systems (CRTS 2015) (SIGBED Review)

PhD students supervised as assistant supervisor:

Linus Källberg

MSc theses supervised (or examined):
Thesis TitleStatus
En jämförande studie av tesselering kontra rastrering med shaderspråk för 2D geometri in progress
Performance evaluation of interactive ray tracing techniques: A methodological approach in progress
Tron Style OpenGL ES 2.0 Shaders for iOS in progress
3D Surround Sound Application for Game Environments finished
A Case Study of Parallel Bilateral Filtering on the GPU finished
A Zoomable 3D User Interface using Uniform Grids and Scene Graphs finished
Analys och implementation av pixel- och vertex-shaders. finished
Artificiell intelligens i datorspel: En fallstudie för spelet Power House finished
Automatic Technical Illustration Based on Cartoon Shading Principles finished
Axonometri i tvådimensionella spel: Skapandet av Power House finished
Container Madness finished
Datorgrafik inom svensk industri förr, nu och i framtiden finished
Design av en interaktiv tjänst för en bred målgrupp finished
Designer 3.0 Concept: A Designer Tool based on Qt Creator finished
Developing a conceptual graphical user interface for 800xA finished
Digital Educational Game for Autistic Children finished
DuPaD: A dual-paradigm drawing tool finished
Enhancing the audio environment in virtual city finished
Evaluation of Object-Space Occlusion Culling with Occluder Fusion finished
Evaluation of Optimization Techniques in Ray Tracing finished
Flexible simulation of water-waves in Real-Time finished
Från bok till datorspel, digital transformering för främjandet av läsförståelse hos barn finished
Förenklad 3D Modellering finished
Grafisk programmering av primitiver genom att använda C# och WPF finished
Implementing and Evaluating CPU/GPU Real-Time Ray Tracing Solutions finished
Kortspelande mjukvara för upplevelsebaserad inlärning finished
Occlusion Culling in Interactive Graphics Applications finished
Occlusion Culling: An approach based on precalculations from paths finished
Omgångsbaserat strategispel med en AI-klient finished
Power House: Utveckling och studie av ett pedagogiskt spel finished
Ray Traced Gaming: Are We There Yet? finished
Ray Tracing Non-Polygonal Objects: Implementation and Performance Analysis using Embree finished
Ray Tracing on a FPGA finished
Real-Time Dynamics finished
Refitting Bounding Boxes for Globally Deformed Objects finished
Subdivision Surfaces finished
Utvärdering och prototypning av hårdvaruaccelererad grafik för operatörsstationer i S.P.I.D.E.R. finished
Visualiseringsverktyg för ortopediskaoperationer finished