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 2005 symposium on Interactive 3D graphics and games
Hardware-Assisted Visibility Sorting for Unstructured Volume Rendering
IEEE Transactions on Visualization and Computer Graphics
Multi-fragment effects on the GPU using the k-buffer
Proceedings of the 2007 symposium on Interactive 3D graphics and games
Real-time approximate sorting for self shadowing and transparency in hair rendering
Proceedings of the 2008 symposium on Interactive 3D graphics and games
Fast collision detection using the A-buffer
The Visual Computer: International Journal of Computer Graphics
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
Technical Section: A survey of raster-based transparency techniques
Computers and Graphics
A framework for rendering complex scattering effects on hair
I3D '12 Proceedings of the 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
Depth-Fighting Aware Methods for Multifragment Rendering
IEEE Transactions on Visualization and Computer Graphics
Memory-Efficient Single-Pass GPU Rendering of Multifragment Effects
IEEE Transactions on Visualization and Computer Graphics
Memory-Hazard-Aware K-Buffer Algorithm for Order-Independent Transparency Rendering
IEEE Transactions on Visualization and Computer Graphics
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k-buffer facilitates novel approaches to multi-fragment rendering and visualization for developing interactive applications on the GPU. Various alternatives have been proposed to alleviate its memory hazards and to avoid completely or partially the necessity of geometry pre-sorting. However, that came with the burden of excessive memory allocation and depth precision artifacts. We introduce k+-buffer, a fast and accurate framework that simulates the k-buffer behavior by exploiting fragment culling and pixel synchronization. Two GPU-accelerated data structures have been developed: (i) the max-array and (ii) the max-heap. These memory-bounded data structures accurately maintain the k-foremost fragments per pixel in a single geometry pass. The choice of the data structure depends on the size k (application-dependent). Without any software-redesign, the proposed scheme can be adapted to perform as a Z-buffer or an A-buffer capturing a single or all generated fragments, respectively. A memory-friendly strategy is also proposed, extending the proposed pipeline to dynamically lessen the potential wasteful memory allocation. Finally, an extensive experimental evaluation is provided demonstrating the advantages of k+-buffer over all prior k-buffer variants in terms of memory usage, performance cost and image quality.