The Reyes image rendering architecture
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
The F-buffer: a rasterization-order FIFO buffer for multi-pass rendering
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
R-buffer: a pointerless A-buffer hardware architecture
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
Transparency and Antialiasing Algorithms Implemented with the Virtual Pixel Maps Technique
IEEE Computer Graphics and Applications
The A -buffer, an antialiased hidden surface method
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
Delay streams for graphics hardware
ACM SIGGRAPH 2003 Papers
A subdivision algorithm for computer display of curved surfaces.
A subdivision algorithm for computer display of curved surfaces.
Proceedings of the 2005 symposium on Interactive 3D graphics and games
GPU-accelerated high-quality hidden surface removal
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
Fast scene voxelization and applications
I3D '06 Proceedings of the 2006 symposium on Interactive 3D graphics and games
ACM SIGGRAPH 2006 Papers
Multi-fragment effects on the GPU using the k-buffer
Proceedings of the 2007 symposium on Interactive 3D graphics and games
Interactive k-d tree GPU raytracing
Proceedings of the 2007 symposium on Interactive 3D graphics and games
ACM SIGGRAPH 2007 sketches
Scan primitives for GPU computing
Proceedings of the 22nd ACM SIGGRAPH/EUROGRAPHICS symposium on Graphics hardware
Larrabee: a many-core x86 architecture for visual computing
ACM SIGGRAPH 2008 papers
Real-time KD-tree construction on graphics hardware
ACM SIGGRAPH Asia 2008 papers
Fast parallel GPU-sorting using a hybrid algorithm
Journal of Parallel and Distributed Computing
Coherent layer peeling for transparent high-depth-complexity scenes
Proceedings of the 23rd ACM SIGGRAPH/EUROGRAPHICS symposium on Graphics hardware
GRAMPS: A programming model for graphics pipelines
ACM Transactions on Graphics (TOG)
Automatic pre-tessellation culling
ACM Transactions on Graphics (TOG)
Efficient depth peeling via bucket sort
Proceedings of the Conference on High Performance Graphics 2009
Data-parallel rasterization of micropolygons with defocus and motion blur
Proceedings of the Conference on High Performance Graphics 2009
Designing efficient sorting algorithms for manycore GPUs
IPDPS '09 Proceedings of the 2009 IEEE International Symposium on Parallel&Distributed Processing
RenderAnts: interactive Reyes rendering on GPUs
ACM SIGGRAPH Asia 2009 papers
Fast parallel surface and solid voxelization on GPUs
ACM SIGGRAPH Asia 2010 papers
Coherent depth test scheme in FreePipe
Proceedings of the 9th ACM SIGGRAPH Conference on Virtual-Reality Continuum and its Applications in Industry
Task management for irregular-parallel workloads on the GPU
Proceedings of the Conference on High Performance Graphics
High-performance software rasterization on GPUs
Proceedings of the ACM SIGGRAPH Symposium on High Performance Graphics
Technical Section: A survey of raster-based transparency techniques
Computers and Graphics
Depth-presorted triangle lists
ACM Transactions on Graphics (TOG) - Proceedings of ACM SIGGRAPH Asia 2012
Fragment-parallel composite and filter
EGSR'10 Proceedings of the 21st Eurographics conference on Rendering
Real-time concurrent linked list construction on the GPU
EGSR'10 Proceedings of the 21st Eurographics conference on Rendering
Direct rendering of Boolean combinations of self-trimmed surfaces
Computer-Aided Design
Fast deformation of volume data using tetrahedral mesh rasterization
Proceedings of the 12th ACM SIGGRAPH/Eurographics Symposium on Computer Animation
k+-buffer: fragment synchronized k-buffer
Proceedings of the 18th meeting of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
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In the past decade, modern GPUs have provided increasing programmability with vertex, geometry and fragment shaders. However, many classical problems have not been efficiently solved using the current graphics pipeline where some stages are still fixed functions on chip. In particular, multi-fragment effects, especially order-independent transparency, require programmability of the blending stage, that makes it difficult to be solved in a single geometry pass. In this paper we present FreePipe, a system for programmable parallel rendering that can run entirely on current graphics hardware and has performance comparable with the traditional graphics pipeline. Within this framework, two schemes for the efficient rendering of multi-fragment effects in a single geometry pass have been developed by exploiting CUDA atomic operations. Both schemes have achieved significant speedups compared to the state-of-the-art methods that are based on traditional graphics pipelines.