Computer graphics: principles and practice (2nd ed.)
Computer graphics: principles and practice (2nd ed.)
PixelFlow: high-speed rendering using image composition
SIGGRAPH '92 Proceedings of the 19th annual conference on Computer graphics and interactive techniques
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
Reflection from layered surfaces due to subsurface scattering
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
Hardware accelerated rendering of CSG and transparency
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
Talisman: commodity realtime 3D graphics for the PC
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Hierarchical and parallelizable direct volume rendering for irregular and multiple grids
Proceedings of the 7th conference on Visualization '96
Architectural implications of hardware-accelerated bucket rendering on the PC
HWWS '97 Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
Hardware accelerated rendering of antialiasing using a modified a-buffer algorithm
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
PRS '97 Proceedings of the IEEE symposium on Parallel rendering
Visibility sorting and compositing without splitting for image layer decompositions
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Pixel masks for screen-door transparency
Proceedings of the conference on Visualization '98
Environment matting and compositing
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Hybrid volume and polygon rendering with cube hardware
HWWS '99 Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
Z3: an economical hardware technique for high-quality antialiasing and transparency
HWWS '99 Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
Mixing translucent polygons with volumes
VIS '99 Proceedings of the conference on Visualization '99: celebrating ten years
Environment matting extensions: towards higher accuracy and real-time capture
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Single-pass full-screen hardware accelerated antialiasing
HWWS '00 Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
A Characterization of Ten Hidden-Surface Algorithms
ACM Computing Surveys (CSUR)
The F-buffer: a rasterization-order FIFO buffer for multi-pass rendering
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
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
An architecture for interactive tetrahedral volume rendering
VG'01 Proceedings of the 2001 Eurographics conference on Volume Graphics
Parallelizing the ZSWEEP algorithm for distributed-shared memory architectures
VG'01 Proceedings of the 2001 Eurographics conference on Volume Graphics
Hardware-based view-independent cell projection
VVS '02 Proceedings of the 2002 IEEE symposium on Volume visualization and graphics
Hardware-Based View-Independent Cell Projection
IEEE Transactions on Visualization and Computer Graphics
Delay streams for graphics hardware
ACM SIGGRAPH 2003 Papers
Compressed multisampling for efficient hardware edge antialiasing
GI '04 Proceedings of the 2004 Graphics Interface Conference
Image-Space Visibility Ordering for Cell Projection Volume Rendering of Unstructured Data
IEEE Transactions on Visualization and Computer Graphics
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
GPU-accelerated high-quality hidden surface removal
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
Hardware-Based Ray Casting for Tetrahedral Meshes
Proceedings of the 14th IEEE Visualization 2003 (VIS'03)
TOIGP: a new hierarchical depth occlusion
Proceedings of the 2006 ACM international conference on Virtual reality continuum and its applications
Multi-fragment effects on the GPU using the k-buffer
Proceedings of the 2007 symposium on Interactive 3D graphics and games
A consistency-free memory architecture for sort-last parallel rendering processors
Journal of Systems Architecture: the EUROMICRO Journal
Efficient depth peeling via bucket sort
Proceedings of the Conference on High Performance Graphics 2009
A directionally adaptive edge anti-aliasing filter
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
Multi-layered framebuffer condensation: the l-buffer concept
ICCVG'10 Proceedings of the 2010 international conference on Computer vision and graphics: Part II
Technical Section: A survey of raster-based transparency techniques
Computers and Graphics
A processor architecture with effective memory system for sort-last parallel rendering
ARCS'06 Proceedings of the 19th international conference on Architecture of Computing Systems
International Journal of High Performance Computing Applications
Depth-presorted triangle lists
ACM Transactions on Graphics (TOG) - Proceedings of ACM SIGGRAPH Asia 2012
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
An architecture for interactive tetrahedral volume rendering
VG'01 Proceedings of the 2001 Eurographics conference on Volume Graphics
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We present a graphics hardware architecture that implements Carpenter's A-buffer. The A-buffer is a software renderer that uses pointer based linked lists. Our pointerless approach computes order independent transparency for any number of layers with minimal hardware complexity. Statistics are shown for a variety of different scenes using a trace based methodology, with an instrumented Mesa OpenGL implementation. The architecture is shown to require from 2.1 to 3.6 times more memory than traditional Z-buffering. A detailed hardware design is provided. Order independent transparency is computed without application sorting and without artifacts. The architecture can also be used for antialiasing, and an example of Carpenter's classical A-buffer antialiasing is shown.