Particle transport and image synthesis
SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
Consequences of stratified sampling in graphics
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Pixel masks for screen-door transparency
Proceedings of the conference on Visualization '98
Fast spheres, shadows, textures, transparencies, and imgage enhancements in pixel-planes
SIGGRAPH '85 Proceedings of the 12th annual conference on Computer graphics and interactive techniques
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
OpenGL Programming Guide: The Official Guide to Learning OpenGL, Release 1
OpenGL Programming Guide: The Official Guide to Learning OpenGL, Release 1
Proceedings of the 12th Eurographics Workshop on Rendering Techniques
The A -buffer, an antialiased hidden surface method
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
Image synthesis using adjoint photons
GI '06 Proceedings of Graphics Interface 2006
Fast Scene Voxelization and Applications
ACM SIGGRAPH 2006 Sketches
Multi-fragment effects on the GPU using the k-buffer
Proceedings of the 2007 symposium on Interactive 3D graphics and games
A gentle introduction to bilateral filtering and its applications
ACM SIGGRAPH 2007 courses
Real-time approximate sorting for self shadowing and transparency in hair rendering
Proceedings of the 2008 symposium on Interactive 3D graphics and games
Analytic Combinatorics
Hair self shadowing and transparency depth ordering using occupancy maps
Proceedings of the 2009 symposium on Interactive 3D graphics and games
Inferred lighting: fast dynamic lighting and shadows for opaque and translucent objects
Proceedings of the 2009 ACM SIGGRAPH Symposium on Video Games
A local image reconstruction algorithm for stochastic rendering
I3D '11 Symposium on Interactive 3D Graphics and Games
Colored stochastic shadow maps
I3D '11 Symposium on Interactive 3D Graphics and Games
Proceedings of the ACM SIGGRAPH Symposium on High Performance Graphics
Technical Section: A survey of raster-based transparency techniques
Computers and Graphics
A framework for rendering complex scattering effects on hair
I3D '12 Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
Decoupled deferred shading for hardware rasterization
I3D '12 Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
ACM SIGGRAPH 2012 Courses
Depth-presorted triangle lists
ACM Transactions on Graphics (TOG) - Proceedings of ACM SIGGRAPH Asia 2012
Stratified sampling for stochastic transparency
EGSR'11 Proceedings of the Twenty-second Eurographics conference on Rendering
Fragment-parallel composite and filter
EGSR'10 Proceedings of the 21st Eurographics conference on Rendering
Adaptive volumetric shadow maps
EGSR'10 Proceedings of the 21st Eurographics conference on Rendering
Clustered deferred and forward shading
EGGH-HPG'12 Proceedings of the Fourth ACM SIGGRAPH / Eurographics conference on High-Performance Graphics
Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
ACM SIGGRAPH 2013 Courses
Proceedings of the 18th meeting of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
Hi-index | 0.01 |
Stochastic transparency provides a unified approach to order-independent transparency, anti-aliasing, and deep shadow maps. It augments screen-door transparency using a random sub-pixel stipple pattern, where each fragment of transparent geometry covers a random subset of pixel samples of size proportional to alpha. This results in correct alpha-blended colors on average, in a single render pass with fixed memory size and no sorting, but introduces noise. We reduce this noise by an alpha correction pass, and by an accumulation pass that uses a stochastic shadow map from the camera. At the pixel level, the algorithm does not branch and contains no read-modify-write loops other than traditional z-buffer blend operations. This makes it an excellent match for modern massively parallel GPU hardware. Stochastic transparency is very simple to implement and supports all types of transparent geometry, able without coding for special cases to mix hair, smoke, foliage, windows, and transparent cloth in a single scene.