DocumentCode
1350671
Title
Stochastic Transparency
Author
Enderton, Eric ; Sintorn, Erik ; Shirley, Peter ; Luebke, David
Author_Institution
NVIDIA Corp., Santa Clara, CA, USA
Volume
17
Issue
8
fYear
2011
Firstpage
1036
Lastpage
1047
Abstract
Stochastic transparency provides a unified approach to order-independent transparency, antialiasing, 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 cloth in a single scene.
Keywords
computer graphic equipment; coprocessors; rendering (computer graphics); alpha-blended colors; parallel GPU hardware; screen door transparency; stochastic transparency; subpixel stipple pattern; transparent geometry; Color; Equations; Geometry; Hardware; Noise; Pixel; Rendering (computer graphics); Rendering; deep shadow maps; shadow maps; stochastic sampling.; transparency;
fLanguage
English
Journal_Title
Visualization and Computer Graphics, IEEE Transactions on
Publisher
ieee
ISSN
1077-2626
Type
jour
DOI
10.1109/TVCG.2010.123
Filename
5601714
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