R-buffer: a pointerless A-buffer hardware architecture
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
The A -buffer, an antialiased hidden surface method
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
A subdivision algorithm for computer display of curved surfaces.
A subdivision algorithm for computer display of curved surfaces.
Hardware-Assisted Visibility Sorting for Unstructured Volume Rendering
IEEE Transactions on Visualization and Computer Graphics
Fast scene voxelization and applications
I3D '06 Proceedings of the 2006 symposium on Interactive 3D graphics and games
Multi-fragment effects on the GPU using the k-buffer
Proceedings of the 2007 symposium on Interactive 3D graphics and games
ACM SIGGRAPH 2007 sketches
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In this paper we present a method that can be used with algorithms requiring the presence of multiple data elements at the last step of z-buffer based rasterization pipeline. The work presented herein gives a ground for solutions to problems of order independent transparency; semi-transparent light occluders; non-uniform, light scattering media and visualization of voxel based data. It can also enable the interactive graphics researchers to adapt some algorithms previously only found in off-line solutions. Its general form also allows it to work seamlessly with hardware-accelerated multi-sampling techniques. The contributions of this work include: - general description of the data structures used in sparse to dense buffer condensation process; - mapping of the general structures into actual hardware resources; - rendering process for multi-layered sparse framebuffer; - condensing the sparse buffer into dense fragment list buffer; - mapping the list buffer into displayable framebuffer