Z3: an economical hardware technique for high-quality antialiasing and transparency
HWWS '99 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
The A -buffer, an antialiased hidden surface method
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
GPU-accelerated high-quality hidden surface removal
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
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
Larrabee: a many-core x86 architecture for visual computing
ACM SIGGRAPH 2008 papers
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
RenderAnts: interactive Reyes rendering on GPUs
ACM SIGGRAPH Asia 2009 papers
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 ACM SIGGRAPH Symposium on High Performance Graphics
Depth-presorted triangle lists
ACM Transactions on Graphics (TOG) - Proceedings of ACM SIGGRAPH Asia 2012
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We present a strategy for parallelizing the composite and filter operations suitable for an order-independent rendering pipeline implemented on a modern graphics processor. Conventionally, this task is parallelized across pixels/subpixels, but serialized along individual depth layers. However, our technique extends the domain of parallelization to individual fragments (samples), avoiding a serial dependence on the number of depth layers, which can be a constraint for scenes with high depth complexity. As a result, our technique scales with the number of fragments and can sustain a consistent and predictable throughput in scenes with both low and high depth complexity, including those with a high variability of depth complexity within a single frame. We demonstrate composite/filter performance in excess of 50M fragments/sec for scenes with more than 1500 semi-transparent layers.