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10.1145/2897839.2927423acmconferencesArticle/Chapter ViewAbstractPublication PagessiggraphConference Proceedingsconference-collections
invited-talk

Stochastic layered alpha blending

Published: 24 July 2016 Publication History

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.

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References

[1]
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.
[2]
Carpenter, L. 1984. The a-buffer, an antialiased hidden surface method. In Proceedings of SIGGRAPH, 103--108.
[3]
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.
[4]
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.
[5]
Salvi, M., and Vaidyanathan, K. 2014. Multi-layer alpha blending. In Proceedings of the Symposium on Interactive 3D Graphics and Games, 151--158.
[6]
Salvi, M., Montgomery, J., and Lefohn, A. 2011. Adaptive transparency. In Proceedings of High Performance Graphics, 119--126.

Cited By

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  • (2021)A Comparison of Rendering Techniques for 3D Line Sets With TransparencyIEEE Transactions on Visualization and Computer Graphics10.1109/TVCG.2020.297579527:8(3361-3376)Online publication date: 1-Aug-2021
  • (2019)Improved Alpha Testing Using Hashed SamplingIEEE Transactions on Visualization and Computer Graphics10.1109/TVCG.2017.273914925:2(1309-1320)Online publication date: 1-Feb-2019
  • (2018)Further improvements to OIT sort performanceProceedings of Computer Graphics International 201810.1145/3208159.3208189(147-152)Online publication date: 11-Jun-2018
  • Show More Cited By

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  1. Stochastic layered alpha blending

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    Published In

    cover image ACM Conferences
    SIGGRAPH '16: ACM SIGGRAPH 2016 Talks
    July 2016
    158 pages
    ISBN:9781450342827
    DOI:10.1145/2897839
    Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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    New York, NY, United States

    Publication History

    Published: 24 July 2016

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    Author Tags

    1. alpha
    2. order-independent transparency
    3. stochastic

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    Overall Acceptance Rate 1,822 of 8,601 submissions, 21%

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    View all
    • (2021)A Comparison of Rendering Techniques for 3D Line Sets With TransparencyIEEE Transactions on Visualization and Computer Graphics10.1109/TVCG.2020.297579527:8(3361-3376)Online publication date: 1-Aug-2021
    • (2019)Improved Alpha Testing Using Hashed SamplingIEEE Transactions on Visualization and Computer Graphics10.1109/TVCG.2017.273914925:2(1309-1320)Online publication date: 1-Feb-2019
    • (2018)Further improvements to OIT sort performanceProceedings of Computer Graphics International 201810.1145/3208159.3208189(147-152)Online publication date: 11-Jun-2018
    • (2017)Hashed alpha testingProceedings of the 21st ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games10.1145/3023368.3023370(1-9)Online publication date: 25-Feb-2017

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