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SI3D
2010
ACM

Stochastic transparency

14 years 6 months ago
Stochastic transparency
Stochastic transparency provides a unified approach to orderindependent transparency, anti-aliasing, 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 ...
Eric Enderton, Erik Sintorn, Peter Shirley, David
Added 18 May 2010
Updated 18 May 2010
Type Conference
Year 2010
Where SI3D
Authors Eric Enderton, Erik Sintorn, Peter Shirley, David Luebke
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