Stencil routed A-Buffer

  • Authors:
  • Kevin Myers;Louis Bavoil

  • Affiliations:
  • NVIDIA Corporation;NVIDIA Corporation

  • Venue:
  • ACM SIGGRAPH 2007 sketches
  • Year:
  • 2007

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Abstract

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.