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Cass W. Everitt

Researcher at Nvidia

Publications -  43
Citations -  1336

Cass W. Everitt is an academic researcher from Nvidia. The author has contributed to research in topics: Rendering (computer graphics) & Graphics pipeline. The author has an hindex of 14, co-authored 43 publications receiving 1325 citations.

Papers
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Interactive Order-Independent Transparency

TL;DR: The technique presented here solves the problem of order dependence by using a technique the authors call depth peeling, where each unique depth in the scene is extracted into layers, and the layers are composited in depth-sorted order to produce the correctly blended final image.
Posted Content

Practical and Robust Stenciled Shadow Volumes for Hardware-Accelerated Rendering

TL;DR: A robust, artifact-free technique for hardwareaccelerated rendering of stenciled shadow volumes through a combination of placing the conventional far clip plane “at infinity”, rasterization with infinite shadow volume polygons via homogeneous coordinates, and adopting a zfail stencil-testing scheme.
Patent

Order-independent transparency rendering system and method

TL;DR: In this paper, a system, method and computer program product are provided for transparency rendering in a graphics pipeline, in which colored-transparency information is collected from a plurality of depth layers (i.e., coloredtransparency layers, etc.) in a scene to be rendered.
Patent

Depth bounds testing

TL;DR: In this paper, depth bounds are calculated from the light, or from the intersection of the volume with one or more other features, and a rendering application uses API functions to set the depth bounds for each light and activate depth bounds checking.
Patent

System and method for using and collecting information from a plurality of depth layers

TL;DR: In this article, a system and method for using information from at least one depth layer and for collecting information about at least 1 additional depth layer utilizing a graphics pipeline is presented, which can then be used to improve processing in the graphics pipeline.