The A -buffer, an antialiased hidden surface method
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
Photon mapping on programmable graphics hardware
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
Deformable model collision detection using A-buffer
Proceedings of the 2008 symposium on Interactive 3D graphics and games
Coherent layer peeling for transparent high-depth-complexity scenes
Proceedings of the 23rd ACM SIGGRAPH/EUROGRAPHICS symposium on Graphics hardware
Efficient depth peeling via bucket sort
Proceedings of the Conference on High Performance Graphics 2009
Single pass depth peeling via CUDA rasterizer
SIGGRAPH 2009: Talks
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
Coherent depth test scheme in FreePipe
Proceedings of the 9th ACM SIGGRAPH Conference on Virtual-Reality Continuum and its Applications in Industry
Z-fighting aware depth peeling
ACM SIGGRAPH 2011 Posters
Technical Section: A survey of raster-based transparency techniques
Computers and Graphics
Depth-presorted triangle lists
ACM Transactions on Graphics (TOG) - Proceedings of ACM SIGGRAPH Asia 2012
Sample based visibility for soft shadows using alias-free shadow maps
EGSR'08 Proceedings of the Nineteenth Eurographics conference on Rendering
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
Computational steering for patient-specific implant planning in orthopedics
EG VCBM'08 Proceedings of the First Eurographics conference on Visual Computing for Biomedicine
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 depth peeling by single-pass rasterisation for faster isosurface raytracing on GPUs
EuroVis'10 Proceedings of the 12th Eurographics / IEEE - VGTC conference on Visualization
Hi-index | 0.00 |
We have developed a stencil routing algorithm for implementing a GPU accelerated A-Buffer, by using a multisample texture to store a vector of fragments per pixel. First, all the fragments are captured per pixel in rasterization order. Second, a fullscreen shader pass sorts the fragments using a bitonic sort. At this point, the sorted fragments can be blended arbitrarily to implement various types of algorithms such as order independent transparency or layered depth image generation. Since we handle only 8 fragments per pass, we developed a method for detecting overflow, so we can do additional passes to capture more fragments.