Coherent Layer Peeling for Transparent High-Depth-Complexity Scenes (English)

In: Graphics Hardware   ;  33-40  ;  2008

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We present two new image space techniques for efficient rendering of transparent surfaces that exploit partial ordering in the scene geometry. The first technique, called hybrid layer peeling, combines unordered meshes with ordered meshes in an efficient way, and is ideal for scenes such as volumes with embedded transparent meshes. The second technique, called coherent layer peeling, efficiently detects and renders correctly sorted fragment sequences for a given pixel in one iteration, allowing for a smaller number of passes than traditional layer peeling for typical scenes. Although more expensive than hybrid layer peeling by a constant factor, coherent layer peeling applies to a broader class of scenes, including single meshes or collections of meshes. Coherent layer peeling does not require costly clipping or perfect sorting. However, the performance of the algorithm depends on the degree to which the data is sorted. At best, when the data is perfectly sorted, the algorithm renders a correct result in a single iteration. At worst, when the data is sorted in reverse order, the algorithm mimics the performance of layer peeling but with a higher cost per iteration. We conclude with a discussion of a modified form of coherent layer peeling designed for an idealized rasterization architecture that would match layer-peeling in the worst case, while still exploiting correctly sorted sequences when they are present.

  • Title:
    Coherent Layer Peeling for Transparent High-Depth-Complexity Scenes
  • Author / Creator:
  • Published in:
  • Publisher:
    The Eurographics Association
  • Place of publication:
    Postfach 8043, 38621 Goslar, Germany
  • Year of publication:
    2008
  • Size:
    8 pages
  • ISBN:
  • ISSN:
  • DOI:
  • Type of media:
    Conference paper
  • Type of material:
    Electronic Resource
  • Language:
    English
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Table of contents conference proceedings

The tables of contents are generated automatically and are based on the data records of the individual contributions available in the index of the TIB portal. The display of the Tables of Contents may therefore be incomplete.

1
Tracy: A Debugger and System Analyzer for Cross-Platform Graphics Development
Kyöstilä, Sami / Kangas, Kari J. / Pulli, Kari | 2008
13
Total Recall: A Debugging Framework for GPUs
Sharif, Ahmad / Lee, Hsien-Hsin S. | 2008
21
A Hardware Processing Unit for Point Sets
Heinzle, Simon / Guennebaud, Gaël / Botsch, Mario / Gross, Markus | 2008
33
Coherent Layer Peeling for Transparent High-Depth-Complexity Scenes
Carr, Nathan / Mech, Radomir / Miller, Gavin | 2008
41
Non-Uniform Fractional Tessellation
Munkberg, Jacob / Hasselgren, Jon / Akenine-Möller, Tomas | 2008
47
All-Pairs Shortest-Paths for Large Graphs on the GPU
Katz, Gary J. / Jr., Joseph T. Kider | 2008
57
On Dynamic Load Balancing on Graphics Processors
Cederman, Daniel / Tsigas, Philippas | 2008
65
GPU Accelerated Pathfinding
Bleiweiss, Avi | 2008
75
Floating-Point Buffer Compression in a Unified Codec Architecture
Ström, Jacob / Wennersten, Per / Rasmusson, Jim / Hasselgren, Jon / Munkberg, Jacob / Clarberg, Petrik / Akenine-Möller, Tomas | 2008
85
DHTC: An Effective DXTC-based HDR Texture Compression Scheme
Sun, Wen / Lu, Yan / Wu, Feng / Li, Shipeng | 2008
95
An Improved Shading Cache for Modern GPUs
Sitthi-amorn, Pitchaya / Lawrence, Jason / Yang, Lei / Sander, Pedro V. / Nehab, Diego | 2008
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