“Stochastic Layered Alpha Blending”

  • ©Chris Wyman

  • ©Chris Wyman

  • ©Chris Wyman

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Entry Number: 37

Title:

    Stochastic Layered Alpha Blending

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Abstract:


    Researchers have long sought efficient techniques for order-independent transparency (OIT) in a rasterization pipeline, to avoid sorting geometry prior to render. Techniques like A-buffers, k-buffers, stochastic transparency, hybrid transparency, adaptive transparency, and multi-layer alpha blending all approach the problem slightly differently with different tradeoffs.

    These OIT algorithms have many similarities, and our investigations allowed us to construct a continuum on which they lie. During this categorization, we identified various new algorithms including stochastic layered alpha blending (SLAB), which combines stochastic transparency’s consistent and (optionally) unbiased convergence with the smaller memory footprint of k-buffers. Our approach can be seen as a stratified sampling technique for stochastic transparency, generating quality better than 32 x samples per pixel for roughly the cost and memory of 8 x stochastic samples. As with stochastic transparency, we can exchange noise for added bias; our algorithm provides an explicit parameter to trade noise for bias. At one end, this parameter gives results identical to stochastic transparency. On the other end, the results are identical to k-buffering.

References:


    Bavoil, L., Callahan, S., Lefohn, A., Comba, J., and Silva, C. 2007. Multi-fragment effects on the gpu using the k-buffer. In Proceedings of the Symposium on Interactive 3D Graphics and Games, 97–104. Google ScholarDigital Library
    Carpenter, L. 1984. The a-buffer, an antialiased hidden surface method. In Proceedings of SIGGRAPH, 103–108. Google ScholarDigital Library
    Enderton, E., Sintorn, E., Shirley, P., and Luebke, D. 2010. Stochastic transparency. In Proceedings of the Symposium on Interactive 3D Graphics and Games, 157–164. Google ScholarDigital Library
    Maule, M., Comba, J. A., Torchelsen, R., and Bastos, R. 2013. Hybrid transparency. In Proceedings of the Symposium on Interactive 3D Graphics and Games, 103–118. Google ScholarDigital Library
    Salvi, M., and Vaidyanathan, K. 2014. Multi-layer alpha blending. In Proceedings of the Symposium on Interactive 3D Graphics and Games, 151–158. Google ScholarDigital Library
    Salvi, M., Montgomery, J., and Lefohn, A. 2011. Adaptive transparency. In Proceedings of High Performance Graphics, 119–126.

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