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| Content Provider | ACM Digital Library |
|---|---|
| Author | Silva, Cláudio T. Bavoil, Louis Lefohn, Aaron Callahan, Steven P. Comba, João L. D. |
| Abstract | Many interactive rendering algorithms require operations on multiple fragments (i.e., ray intersections) at the same pixel location: however, current Graphics Processing Units (GPUs) capture only a single fragment per pixel. Example effects include transparency, translucency, constructive solid geometry, depth-of-field, direct volume rendering, and isosurface visualization. With current GPUs, programmers implement these effects using multiple passes over the scene geometry, often substantially limiting performance. This paper introduces a generalization of the Z-buffer, called the k-buffer, that makes it possible to efficiently implement such algorithms with only a single geometry pass, yet requires only a small, fixed amount of additional memory. The k-buffer uses framebuffer memory as a read-modify-write (RMW) pool of k entries whose use is programmatically defined by a small k-buffer program. We present two proposals for adding k-buffer support to future GPUs and demonstrate numerous multiple-fragment, single-pass graphics algorithms running on both a software-simulated k-buffer and a k-buffer implemented with current GPUs. The goal of this work is to demonstrate the large number of graphics algorithms that the k-buffer enables and that the efficiency is superior to current multipass approaches. |
| Starting Page | 97 |
| Ending Page | 104 |
| Page Count | 8 |
| File Format | |
| ISBN | 9781595936288 |
| DOI | 10.1145/1230100.1230117 |
| Language | English |
| Publisher | Association for Computing Machinery (ACM) |
| Publisher Date | 2007-04-30 |
| Publisher Place | New York |
| Access Restriction | Subscribed |
| Subject Keyword | Fragment processing Transparency Blending Graphics hardware Visibility ordering Csg Volume rendering |
| Content Type | Text |
| Resource Type | Article |
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