Algorithm 659: Implementing Sobol's quasirandom sequence generator
ACM Transactions on Mathematical Software (TOMS)
Z3: an economical hardware technique for high-quality antialiasing and transparency
HWWS '99 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
Proceedings of the 2010 ACM SIGGRAPH symposium on Interactive 3D Graphics and Games
A local image reconstruction algorithm for stochastic rendering
I3D '11 Symposium on Interactive 3D Graphics and Games
Depth-presorted triangle lists
ACM Transactions on Graphics (TOG) - Proceedings of ACM SIGGRAPH Asia 2012
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The traditional method of rendering semi-transparent surfaces using alpha blending requires sorting the surfaces in depth order. There are several techniques for order-independent transparency, but most require either unbounded storage or can be fragile due to forced compaction of information during rendering. Stochastic transparency works in a fixed amount of storage and produces results with the correct expected value. However, carelessly chosen sampling strategies easily result in high variance of the final pixel colors, showing as noise in the image. In this paper, we describe a series of improvements to stochastic transparency that enable stratified sampling in both spatial and alpha domains. As a result, the amount of noise in the image is significantly reduced, while the result remains unbiased.