Order-Independent Transparency for Programmable Deferred Shading Pipelines
2015; Wiley; Volume: 34; Issue: 7 Linguagem: Dinamarquês
10.1111/cgf.12746
ISSN1467-8659
AutoresAndre Schollmeyer, A. Ya. Babanin, Bernd Froehlich,
Tópico(s)Interactive and Immersive Displays
ResumoComputer Graphics ForumVolume 34, Issue 7 p. 67-76 Rendering Order-Independent Transparency for Programmable Deferred Shading Pipelines Andre Schollmeyer, Andre Schollmeyer Bauhaus-Universität WeimarSearch for more papers by this authorAndrey Babanin, Andrey Babanin Bauhaus-Universität WeimarSearch for more papers by this authorBernd Froehlich, Bernd Froehlich Bauhaus-Universität WeimarSearch for more papers by this author Andre Schollmeyer, Andre Schollmeyer Bauhaus-Universität WeimarSearch for more papers by this authorAndrey Babanin, Andrey Babanin Bauhaus-Universität WeimarSearch for more papers by this authorBernd Froehlich, Bernd Froehlich Bauhaus-Universität WeimarSearch for more papers by this author First published: 15 October 2015 https://doi.org/10.1111/cgf.12746Citations: 6Read the full textAboutPDF ToolsRequest permissionExport citationAdd to favoritesTrack citation ShareShare Give accessShare full text accessShare full-text accessPlease review our Terms and Conditions of Use and check box below to share full-text version of article.I have read and accept the Wiley Online Library Terms and Conditions of UseShareable LinkUse the link below to share a full-text version of this article with your friends and colleagues. Learn more.Copy URL Share a linkShare onFacebookTwitterLinkedInRedditWechat Abstract In this paper, we present a flexible and efficient approach for the integration of order-independent transparency into a deferred shading pipeline. The intermediate buffers for storing fragments to be shaded are extended with a dynamic and memory-efficient storage for transparent fragments. The transparency of an object is not fixed and remains programmable until fragment processing, which allows for the implementation of advanced materials effects, interaction techniques or adaptive fade-outs. Traversing costs for shading the transparent fragments are greatly reduced by introducing a tile-based light-culling pass. During deferred shading, opaque and transparent fragments are shaded and composited in front-to-back order using the retrieved lighting information and a physically-based shading model. In addition, we discuss various configurations of the system and further enhancements. Our results show that the system performs at interactive frame rates even for complex scenarios. Citing Literature Supporting Information Filename Description cgf12746-sup-0001-S1.mp422.5 MB Supporting Information cgf12746-sup-0002-S1.zip15.5 MB Supporting Information Please note: The publisher is not responsible for the content or functionality of any supporting information supplied by the authors. Any queries (other than missing content) should be directed to the corresponding author for the article. Volume34, Issue7October 2015Pages 67-76 RelatedInformation
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