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Per-Pixel Lists for Single Pass A-Buffer

Sylvain Lefebvre 1 Samuel Hornus 1 Anass Lasram 2 
1 ALICE - Geometry and Lighting
Inria Nancy - Grand Est, LORIA - ALGO - Department of Algorithms, Computation, Image and Geometry
Abstract : 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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Contributor : Samuel Hornus Connect in order to contact the contributor
Submitted on : Wednesday, December 10, 2014 - 11:36:21 AM
Last modification on : Thursday, June 2, 2022 - 3:12:29 AM


  • HAL Id : hal-01093158, version 1



Sylvain Lefebvre, Samuel Hornus, Anass Lasram. Per-Pixel Lists for Single Pass A-Buffer. Wolfgang Engel. GPU Pro 5: Advanced Rendering Techniques, A K Peter / CRC Press, 2014, 9781482208634. ⟨hal-01093158⟩



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