This paper presents a method for quickly constructing a highquality approximate visibility function for high frequency semitransparent geometry such as hair. We can then reconstruct the visibility for any fragment without the expensive compression needed by Deep Shadow Maps and with a quality that is much better than what is attainable at similar framerates using Opacity Maps or Deep Opacity Maps. The memory footprint of our method is also considerably lower than that of previous methods. We then use a similar method to achieve back-to-front sorted alpha blending of the fragments with results that are virtually indistinguishable from depthpeeling and an order of magnitude faster. CR Categories: I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism—Shadowing I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism—Visible line/surface algorithms