Pixel masks for screen-door transparency
Proceedings of the conference on Visualization '98
Z3: an economical hardware technique for high-quality antialiasing and transparency
HWWS '99 Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
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
Casting curved shadows on curved surfaces
SIGGRAPH '78 Proceedings of the 5th annual conference on Computer graphics and interactive 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
Proceedings of the 2005 symposium on Interactive 3D graphics and games
Hardware-Assisted Visibility Sorting for Unstructured Volume Rendering
IEEE Transactions on Visualization and Computer Graphics
Hardware Oriented Algorithms for Rendering Order-Independent Transparency
The Computer Journal
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
Efficient depth peeling via bucket sort
Proceedings of the Conference on High Performance Graphics 2009
FreePipe: a programmable parallel rendering architecture for efficient multi-fragment effects
Proceedings of the 2010 ACM SIGGRAPH symposium on Interactive 3D Graphics and Games
Proceedings of the 2010 ACM SIGGRAPH symposium on Interactive 3D Graphics and Games
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
Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
Opacity optimization for 3D line fields
ACM Transactions on Graphics (TOG) - SIGGRAPH 2013 Conference Proceedings
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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Transparency is an important effect for several graphics applications. Correct transparency rendering requires fragment-sorting, which can be more expensive than sorting geometry primitives, and can handle situations that might not be solved in geometry space, such as object interpenetrations. In this paper we survey different transparency techniques and analyze them in terms of processing time, memory consumption, and accuracy. Ideally, the perfect method computes correct transparency in real-time with low memory usage. However, achieving these goals simultaneously is still a challenging task. We describe features and trade-offs adopted by each technique, pointing out pros and cons that can be used to help with the decision of which method to use in a given situation.