Abstract | ||
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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. |
Year | DOI | Venue |
---|---|---|
2011 | 10.1109/TVCG.2010.123 | SI3D |
Keywords | DocType | Volume |
smoke,deep shadow map,foliage,stochastic shadow map,computer graphic equipment,hair,parallel gpu hardware,fixed memory size,rendering (computer graphics),subpixel stipple pattern,screen door transparency,screen-door transparency,alpha correction,single render pass,deep shadow maps,order-independent transparency,stochastic sampling.,alpha-blended colors,transparency,rendering,coprocessors,transparent geometry,shadow maps,transparent cloth,accumulation pass,stochastic transparency | Journal | 17 |
Issue | ISSN | Citations |
8 | 1941-0506 | 17 |
PageRank | References | Authors |
1.06 | 16 | 4 |
Name | Order | Citations | PageRank |
---|---|---|---|
Eric Enderton | 1 | 110 | 7.43 |
Erik Sintorn | 2 | 262 | 20.06 |
Peter Shirley | 3 | 4732 | 426.39 |
David Luebke | 4 | 2196 | 140.84 |