Binary partitions with applications to hidden surface removal and solid modelling
SCG '89 Proceedings of the fifth annual symposium on Computational geometry
Computer graphics: principles and practice (2nd ed.)
Computer graphics: principles and practice (2nd ed.)
Visibility-ordering meshed polyhedra
ACM Transactions on Graphics (TOG)
The quickhull algorithm for convex hulls
ACM Transactions on Mathematical Software (TOMS)
The feudal priority algorithm on hidden-surface removal
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
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
Proceedings of the 12th Eurographics Workshop on Rendering Techniques
Special purpose automatic programming for hidden surface elimination
SIGGRAPH '82 Proceedings of the 9th annual conference on Computer graphics and interactive techniques
On visible surface generation by a priori tree structures
SIGGRAPH '80 Proceedings of the 7th 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
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.
Hardware-Assisted Visibility Sorting for Unstructured Volume Rendering
IEEE Transactions on Visualization and Computer Graphics
GPU-accelerated high-quality hidden surface removal
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
Triangle order optimization for graphics hardware computation culling
I3D '06 Proceedings of the 2006 symposium on Interactive 3D graphics and games
Voronoi diagram depth sorting for polygon visibility ordering
Proceedings of the 4th international conference on Computer graphics and interactive techniques in Australasia and Southeast Asia
Multi-fragment effects on the GPU using the k-buffer
Proceedings of the 2007 symposium on Interactive 3D graphics and games
Fast triangle reordering for vertex locality and reduced overdraw
ACM SIGGRAPH 2007 papers
ACM SIGGRAPH 2007 sketches
Real-time approximate sorting for self shadowing and transparency in hair rendering
Proceedings of the 2008 symposium on Interactive 3D graphics and games
The Algorithm Design Manual
Coherent layer peeling for transparent high-depth-complexity scenes
Proceedings of the 23rd ACM SIGGRAPH/EUROGRAPHICS symposium on Graphics hardware
Hair self shadowing and transparency depth ordering using occupancy maps
Proceedings of the 2009 symposium on Interactive 3D graphics and games
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
Proceedings of the 2010 ACM SIGGRAPH symposium on Interactive 3D Graphics and Games
Proceedings of the ACM SIGGRAPH Symposium on High Performance Graphics
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
Real-time concurrent linked list construction on the GPU
EGSR'10 Proceedings of the 21st Eurographics conference on Rendering
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We present a novel approach for real-time rendering of static 3D models front-to-back or back-to-front relative to any viewpoint outside its bounding volume. The approach renders depth-sorted triangles using a single draw-call. At run-time, we replace the traditional sorting strategy of existing algorithms with a faster triangle selection strategy. The selection process operates on an extended sequence of triangles annotated by test planes, created by our off-line preprocessing stage. Based on these test planes, a simple run-time procedure uses the given viewpoint to select a subsequence of triangles for rasterization. Selected subsequences are statically presorted by depth and contain each input triangle exactly once. Our method runs on legacy hardware and renders depth-sorted static models significantly faster than previous approaches. We conclude demonstrating the real-time rendering of order-independent transparency effects.