2010
DOI: 10.1111/j.1467-8659.2010.01725.x
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Real‐Time Concurrent Linked List Construction on the GPU

Abstract: We introduce a method to dynamically construct highly concurrent linked lists on modern graphics processors. Once constructed, these data structures can be used to implement a host of algorithms useful in creating complex rendering effects in real time. We present a straightforward way to create these linked lists using generic atomic operations available in APIs such as OpenGL 4.0 and DirectX 11. We also describe several possible applications of our algorithm. One example uses per-pixel linked lists for order… Show more

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Cited by 134 publications
(114 citation statements)
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References 26 publications
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“…For opaque objects, the z-buffer algorithm trivially solves the occlusion problem, while transparent surfaces are expected to be rendered later. Our method is compatible with existing order independent transparency methods ( [Yang et al 2010], ). In the end of the sampling pass, only visible references are present in the frame buffer.…”
Section: Global Shading Cachementioning
confidence: 71%
See 1 more Smart Citation
“…For opaque objects, the z-buffer algorithm trivially solves the occlusion problem, while transparent surfaces are expected to be rendered later. Our method is compatible with existing order independent transparency methods ( [Yang et al 2010], ). In the end of the sampling pass, only visible references are present in the frame buffer.…”
Section: Global Shading Cachementioning
confidence: 71%
“…We use atomic counters similarly to the linked list generation method of Yang et al [2010]. We also need to synchronize processed visibility samples, otherwise multiple threads would store the same shading data at different locations in the memory (and reduce the efficiency of shading reuse).…”
Section: Integration Into Rasterization Pipelinesmentioning
confidence: 99%
“…Recently, Callahan et al (2005) introduced the K-buffer, a per pixel fixed-size buffer of fragments that is maintained in GPU memory. There exist many proposals for implementing the K-Buffer on the GPU, for example by using the stencil routing algorithm (Myers & Bavoil, 2007) or by exploiting generic atomic operations available in OpenGL 4.0 (Yang et al, 2010). It requires only one geometric pass, thus being more efficient than techniques such as depth peeling (Everitt, 2001).…”
Section: Fusing Of Methods Via Global Transparencymentioning
confidence: 99%
“…Recently there are quite a few developments in order-independent-transparency that yield better results, e.g. [3,10,17,29]. We implement a version of dual-depth peeling [3] for our prototype.…”
Section: Design Trade-offsmentioning
confidence: 99%