“Z-fighting aware depth peeling” by Vasilakis and Fudos

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Title:

    Z-fighting aware depth peeling

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Abstract:


    Efficient capturing of the entire topological and geometric information of a 3D scene is an important feature in many graphics applications for rendering multi-fragment effects. Example applications include order independent transparency, volume rendering, CSG rendering, trimming, and shadow mapping all of which require operations on more than one fragment per pixel location.

References:


    1. Bavoil, L., Callahan, S. P., Lefohn, A., Comba, J. A. L. D., and Silva, C. T. 2007. Multi-fragment effects on the GPU using the k -buffer. Proceedings of the 2007 symposium on Interactive 3D graphics and games – I3D ’07.
    2. Everitt, C., 2001. Interactive Order-Independent Transparency, Tech. Report, Nvidia Corporation.
    3. Kessenich, J., 2009. The opengl shading language version: 1.50, document revision: 11.
    4. Myers, K., and Bavoil, L. 2007. Stencil Routed A-Buffer. SIGGRAPH ’07: ACM SIGGRAPH 2007 sketches.


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