2015
DOI: 10.1111/cgf.12746
|View full text |Cite
|
Sign up to set email alerts
|

Order-Independent Transparency for Programmable Deferred Shading Pipelines

Abstract: a) (b) (c) Figure 1: These are some image results for rendering an engine model using our pipeline. For the fully transparent engine (a), our system performs at about 60Hz. If only some parts are transparent (b), it runs at about 180Hz. The opacity remains programmable at fragment level which enables adaptive interaction tools, e.g. virtual see-through lenses (c). AbstractIn this paper, we present a flexible and efficient approach for the integration of order-independent transparency into a deferred shading pi… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
1
1
1
1

Citation Types

0
5
0

Year Published

2017
2017
2022
2022

Publication Types

Select...
5
1

Relationship

1
5

Authors

Journals

citations
Cited by 9 publications
(6 citation statements)
references
References 29 publications
0
5
0
Order By: Relevance
“…Our implementation is currently limited to the extraction of opaque isosurfaces. Efficient order‐independent transparency techniques, such as per‐pixel linked lists [KSS17, SBF15] or moment‐based order‐independent transparency [MKKP18] could be easily used in combination with our technique, but their additional resource requirements scale linearly with the rendering resolution, potentially losing the advantage over ray marching. In any case, ray‐marching approaches remain the method of choice for visualization techniques based on volume compositing.…”
Section: Discussionmentioning
confidence: 99%
“…Our implementation is currently limited to the extraction of opaque isosurfaces. Efficient order‐independent transparency techniques, such as per‐pixel linked lists [KSS17, SBF15] or moment‐based order‐independent transparency [MKKP18] could be easily used in combination with our technique, but their additional resource requirements scale linearly with the rendering resolution, potentially losing the advantage over ray marching. In any case, ray‐marching approaches remain the method of choice for visualization techniques based on volume compositing.…”
Section: Discussionmentioning
confidence: 99%
“…Since this application encompasses a large body of research, this report concentrates mainly on research publications with an emphasis on notable recent advances and refers the interested reader to the comprehensive survey by Maule et al [MCTB11] for more information on this specific topic. While A‐buffer solutions produce accurate results, storing the entire fragment list of transparent objects in memory can quickly exhaust GPU resources in real‐time applications, since the number of primitives in hair [YYH∗12, JCLR19] or computer‐aided design (CAD) models [SBF15, MBG16] (Fig. 12) can be quite large.…”
Section: Applicationsmentioning
confidence: 99%
“…Shading is deferred to a later stage, where lower quality shading computations are applied at the furthest fragments. Finally, Schollmeyer et al [SBF15] went a step further and proposed a complete deferred shading pipeline that accommodates MFR and OIT.…”
Section: Order-independent Transparency (Oit)mentioning
confidence: 99%
“…Texture coordinates are used to generate normals. After performing the depth test, all necessary information is written to the G Buffer for lighting calculation in a post‐processing step (deferred shading [PFG05, Lau10, SBF15]).…”
Section: Autonomous Particlesmentioning
confidence: 99%