The shadow depth map revisited
Graphics Gems III
Hardware accelerated rendering of CSG and transparency
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
Z3: an economical hardware technique for high-quality antialiasing and transparency
HWWS '99 Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
The F-buffer: a rasterization-order FIFO buffer for multi-pass rendering
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
Transparency and Antialiasing Algorithms Implemented with the Virtual Pixel Maps Technique
IEEE Computer Graphics and Applications
Hardware-Based View-Independent Cell Projection
IEEE Transactions on Visualization and Computer Graphics
The A -buffer, an antialiased hidden surface method
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
A subdivision algorithm for computer display of curved surfaces.
A subdivision algorithm for computer display of curved surfaces.
Depth-Peeling for Texture-Based Volume Rendering
PG '03 Proceedings of the 11th Pacific Conference on Computer Graphics and Applications
Interactive Point-Based Isosurface Extraction
VIS '04 Proceedings of the conference on Visualization '04
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
Fast scene voxelization and applications
I3D '06 Proceedings of the 2006 symposium on Interactive 3D graphics and games
Real-time watercolor illustrations of plants using a blurred depth test
Proceedings of the 4th international symposium on Non-photorealistic animation and rendering
ACM SIGGRAPH 2006 Papers
Glift: generic data structures for graphics hardware
Glift: generic data structures for graphics hardware
Efficient depth buffer compression
GH '06 Proceedings of the 21st ACM SIGGRAPH/EUROGRAPHICS symposium on Graphics hardware
Larrabee: a many-core x86 architecture for visual computing
ACM SIGGRAPH 2008 papers
Coherent layer peeling for transparent high-depth-complexity scenes
Proceedings of the 23rd ACM SIGGRAPH/EUROGRAPHICS symposium on Graphics hardware
GRAMPS: A programming model for graphics pipelines
ACM Transactions on Graphics (TOG)
Efficient depth peeling via bucket sort
Proceedings of the Conference on High Performance Graphics 2009
Inferred lighting: fast dynamic lighting and shadows for opaque and translucent objects
Proceedings of the 2009 ACM SIGGRAPH Symposium on Video Games
SIGGRAPH 2009: Talks
Ray casting of multiple volumetric datasets with polyhedral boundaries on manycore 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
Multi-layered framebuffer condensation: the l-buffer concept
ICCVG'10 Proceedings of the 2010 international conference on Computer vision and graphics: Part II
Coherent depth test scheme in FreePipe
Proceedings of the 9th ACM SIGGRAPH Conference on Virtual-Reality Continuum and its Applications in Industry
Colored stochastic shadow maps
I3D '11 Symposium on Interactive 3D Graphics and Games
Z-fighting aware depth peeling
ACM SIGGRAPH 2011 Posters
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
I3D '12 Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
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
Short paper: approximating distance fields in image space
EGVE - JVRC'10 Proceedings of the 16th Eurographics conference on Virtual Environments & Second Joint Virtual Reality
Multi-layer volume ray casting on GPU
VG'10 Proceedings of the 8th IEEE/EG international conference on Volume Graphics
Multi-layer depth peeling by single-pass rasterisation for faster isosurface raytracing on GPUs
EuroVis'10 Proceedings of the 12th Eurographics / IEEE - VGTC conference on Visualization
Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
Interacting with multi-perspective views: challenges and approaches
Proceedings of the 1st ACM SIGSPATIAL International Workshop on MapInteraction
k+-buffer: fragment synchronized k-buffer
Proceedings of the 18th meeting of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
A hybrid image-CAD based system for modeling realistic hairstyles
Proceedings of the 18th meeting of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
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Many interactive rendering algorithms require operations on multiple fragments (i.e., ray intersections) at the same pixel location: however, current Graphics Processing Units (GPUs) capture only a single fragment per pixel. Example effects include transparency, translucency, constructive solid geometry, depth-of-field, direct volume rendering, and isosurface visualization. With current GPUs, programmers implement these effects using multiple passes over the scene geometry, often substantially limiting performance. This paper introduces a generalization of the Z-buffer, called the k-buffer, that makes it possible to efficiently implement such algorithms with only a single geometry pass, yet requires only a small, fixed amount of additional memory. The k-buffer uses framebuffer memory as a read-modify-write (RMW) pool of k entries whose use is programmatically defined by a small k-buffer program. We present two proposals for adding k-buffer support to future GPUs and demonstrate numerous multiple-fragment, single-pass graphics algorithms running on both a software-simulated k-buffer and a k-buffer implemented with current GPUs. The goal of this work is to demonstrate the large number of graphics algorithms that the k-buffer enables and that the efficiency is superior to current multipass approaches.