DocumentCode :
1350671
Title :
Stochastic Transparency
Author :
Enderton, Eric ; Sintorn, Erik ; Shirley, Peter ; Luebke, David
Author_Institution :
NVIDIA Corp., Santa Clara, CA, USA
Volume :
17
Issue :
8
fYear :
2011
Firstpage :
1036
Lastpage :
1047
Abstract :
Stochastic transparency provides a unified approach to order-independent transparency, antialiasing, and deep shadow maps. It augments screen-door transparency using a random sub-pixel stipple pattern, where each fragment of transparent geometry covers a random subset of pixel samples of size proportional to alpha. This results in correct alpha-blended colors on average, in a single render pass with fixed memory size and no sorting, but introduces noise. We reduce this noise by an alpha correction pass, and by an accumulation pass that uses a stochastic shadow map from the camera. At the pixel level, the algorithm does not branch and contains no read-modify-write loops, other than traditional z-buffer blend operations. This makes it an excellent match for modern massively parallel GPU hardware. Stochastic transparency is very simple to implement and supports all types of transparent geometry, able without coding for special cases to mix hair, smoke, foliage, windows, and transparent cloth in a single scene.
Keywords :
computer graphic equipment; coprocessors; rendering (computer graphics); alpha-blended colors; parallel GPU hardware; screen door transparency; stochastic transparency; subpixel stipple pattern; transparent geometry; Color; Equations; Geometry; Hardware; Noise; Pixel; Rendering (computer graphics); Rendering; deep shadow maps; shadow maps; stochastic sampling.; transparency;
fLanguage :
English
Journal_Title :
Visualization and Computer Graphics, IEEE Transactions on
Publisher :
ieee
ISSN :
1077-2626
Type :
jour
DOI :
10.1109/TVCG.2010.123
Filename :
5601714
Link To Document :
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