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Coherent layer peeling for transparent high-depth-complexity scenes

Published: 20 June 2008 Publication History

Abstract

We present two new image space techniques for efficient rendering of transparent surfaces that exploit partial ordering in the scene geometry. The first technique, called hybrid layer peeling, combines unordered meshes with ordered meshes in an efficient way, and is ideal for scenes such as volumes with embedded transparent meshes. The second technique, called coherent layer peeling, efficiently detects and renders correctly sorted fragment sequences for a given pixel in one iteration, allowing for a smaller number of passes than traditional layer peeling for typical scenes. Although more expensive than hybrid layer peeling by a constant factor, coherent layer peeling applies to a broader class of scenes, including single meshes or collections of meshes. Coherent layer peeling does not require costly clipping or perfect sorting. However, the performance of the algorithm depends on the degree to which the data is sorted. At best, when the data is perfectly sorted, the algorithm renders a correct result in a single iteration. At worst, when the data is sorted in reverse order, the algorithm mimics the performance of layer peeling but with a higher cost per iteration. We conclude with a discussion of a modified form of coherent layer peeling designed for an idealized rasterization architecture that would match layer-peeling in the worst case, while still exploiting correctly sorted sequences when they are present.

References

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  1. Coherent layer peeling for transparent high-depth-complexity scenes

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      cover image ACM Conferences
      GH '08: Proceedings of the 23rd ACM SIGGRAPH/EUROGRAPHICS symposium on Graphics hardware
      June 2008
      105 pages
      ISBN:9783905674095

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      Eurographics Association

      Goslar, Germany

      Publication History

      Published: 20 June 2008

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      • Research-article

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      GH08
      Sponsor:
      • SIGGRAPH
      • Microsoft Research
      • Intel
      • EUROGRAPHICS
      GH08: Graphics Hardware
      June 20 - 21, 2008
      Sarajevo, Bosnia and Herzegovina

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      GH '08 Paper Acceptance Rate 11 of 32 submissions, 34%;
      Overall Acceptance Rate 37 of 94 submissions, 39%

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      • (2018)In-Depth BuffersProceedings of the ACM on Computer Graphics and Interactive Techniques10.1145/32031941:1(1-14)Online publication date: 25-Jul-2018
      • (2015)Hybrid Data Visualization Based on Depth Complexity Histogram AnalysisComputer Graphics Forum10.1111/cgf.1246034:1(74-85)Online publication date: 1-Feb-2015
      • (2012)Depth-presorted triangle listsACM Transactions on Graphics10.1145/2366145.236617931:6(1-9)Online publication date: 1-Nov-2012
      • (2010)FreePipeProceedings of the 2010 ACM SIGGRAPH symposium on Interactive 3D Graphics and Games10.1145/1730804.1730817(75-82)Online publication date: 19-Feb-2010
      • (2009)Ray casting of multiple volumetric datasets with polyhedral boundaries on manycore GPUsACM SIGGRAPH Asia 2009 papers10.1145/1661412.1618498(1-9)Online publication date: 17-Dec-2009
      • (2009)Ray casting of multiple volumetric datasets with polyhedral boundaries on manycore GPUsACM Transactions on Graphics10.1145/1618452.161849828:5(1-9)Online publication date: 1-Dec-2009
      • (2009)Efficient depth peeling via bucket sortProceedings of the Conference on High Performance Graphics 200910.1145/1572769.1572779(51-57)Online publication date: 1-Aug-2009

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