Per-Pixel Lists for Single Pass A-Buffer

2014 
In this chapter we introduce and compare four different techniques to build andrender from an A-buffer in real-time. One of these techniques, called PostLinin this chapter, is well known and has been discussed in details in recentworks.The other techniques are, to the best of our knowledge, novel in the contextof A-buffer rendering. We focus on scenes with moderate or sparse depth complexity;the techniques presented here will not scale well on extreme transparencyscenarios. In exchange their implementation is simple and they integratedirectly in the graphics API; a compute API is not necessary. All ourtechniques build the A-buffer in a single geometry pass: the scene geometry israsterized once per frame.
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