ABSTRACT
Correctly rendering multi-layered transparent geometry requires accumulating contributions from multiple fragments per pixel. Dynamic A-buffers (e.g., Yang et al's [2010] per-pixel linked lists) achieve this by storing and sorting fragments on-the-fly. We introduce two improvements to recent GPU-based interactive A-buffer techniques. First, our redesigned algorithm uses fewer costly global atomic operations to construct linked lists. Second, we decouple visibility and shading to reduce memory demands of multi-fragment rendering.
- Liktor, G., and Dachsbacher, C. 2012. Decoupled deferred shading for hardware rasterization. 143--150. Google Scholar
Digital Library
- Vasilakis, A., and Fudos, I. 2012. S-buffer: Sparsity-aware multi-fragment rendering. Eurographics Symposium on Rendering.Google Scholar
- Yang, J., Hensley, J., Grun, H., and Thibieroz, N. 2010. Real-time concurrent linked list construction on the gpu. Computer Graphics Forum 29, 4, 1297--1304. Google Scholar
Digital Library
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