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
Multi-fragment effects on the GPU using the k-buffer
Proceedings of the 2007 symposium on Interactive 3D graphics and games
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 ACM SIGGRAPH Symposium on High Performance Graphics
Technical Section: A survey of raster-based transparency techniques
Computers and Graphics
Real-time concurrent linked list construction on the GPU
EGSR'10 Proceedings of the 21st Eurographics conference on Rendering
Memory-Efficient Order-Independent Transparency with Dynamic Fragment Buffer
SIBGRAPI '12 Proceedings of the 2012 25th SIBGRAPI Conference on Graphics, Patterns and Images
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Exact order-independent transparency (OIT) rendering is memory demanding because it requires per-pixel blending of an unknown number of fragments that need to be stored and sorted before compositing. In this paper, we describe the Dynamic Fragment Buffer (DFB) algorithm, which efficiently manages memory to perform correct compositing for pixels with varying numbers of fragments. We present a collection of experiments that illustrate the advantages of the DFB algorithm with respect to other OIT algorithms, and analyze the impact of the proposed variations.