• 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