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Book ChapterDOI

Volumetric Transparency with Per-Pixel Fragment Lists

László Szécsi, +2 more
- pp 87-100
TLDR
In this article, the authors describe the volumetric transparency method for rendering transparent objects that departs from classic alpha blending, and discuss per-pixel lists of surface fragments and evaluates illumination analytically between neighboring pairs.
Abstract
This chapter describes the volumetric transparency method for rendering transparent objects that departs from classic alpha blending. It discusses per-pixel lists of surface fragments and evaluates illumination analytically between neighboring pairs. The chapter discusses an algorithm for the case when the transparent objects are spheres. It suggests that executing a single iteration step of the intersection algorithm is sufficient to provide the required detail. The pixel shader traces linked lists reading fragments into a local array and sorts them according to their distance. The chapter shows how the approach can be extended to volumetric transparency, and even intersecting objects. Thus, volumetric transparency can be seen both as a relatively low-cost improvement to order-independent transparency and as a sophisticated approach to replace billboards in particle rendering. Thus, the method is geared at the most prevalent application of transparency: particle system rendering, where it avoids all popping and clipping artifacts characteristic of alpha-blended billboard clouds.

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Citations
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Journal ArticleDOI

$k^+$ -buffer: An Efficient, Memory-Friendly and Dynamic $k$ -buffer Framework

TL;DR: In this paper, a fast framework that accurately simulates the behavior of the $k$ -buffer in a single rendering pass is introduced, where two memory-bounded data structures are developed on the GPU to concurrently maintain the most important fragments per pixel by exploring pixel synchronization and fragment culling.
References
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Journal ArticleDOI

A survey of adaptive sorting algorithms

TL;DR: This survey presents the basic notions and concepts of adaptive sorting, the demonstration that several algorithms currently in use are adaptive, and the development of new algorithms, similar to currently used algorithms that perform competitively on random sequences and are significantly faster on nearly sorted sequences.
Journal ArticleDOI

Approximate Ray‐Tracing on the GPU with Distance Impostors

TL;DR: A fast approximation method to obtain the point hit by a reflection or refraction ray based on the distance values stored in environment map texels, which suits very well to the GPU architecture, and can render ray-tracing and global illumination effects with few hundred frames per second.
Proceedings ArticleDOI

Simple, Fast, and Robust Ray Casting of Irregular Grids

TL;DR: A simple and efficient ray casting engine that is suitable for the rapid exploration of irregular grids composed of tetrahedra cells, or other cell complexes where cells have been broken up into faces is described.