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GPU-accelerated high-quality hidden surface removal

Published: 30 July 2005 Publication History
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  • Abstract

    High-quality off-line rendering requires many features not natively supported by current commodity graphics hardware: wide smooth filters, high sampling rates, order-independent transparency, spectral opacity, motion blur, depth of field. We present a GPU-based hidden-surface algorithm that implements all these features. The algorithm is Reyes-like but uses regular sampling and multiple passes. Transparency is implemented by depth peeling, made more efficient by opacity thresholding and a new method called z batches. We discuss performance and some design trade-offs. At high spatial sampling rates, our implementation is substantially faster than a CPU-only renderer for typical scenes.

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    Cited By

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    1. GPU-accelerated high-quality hidden surface removal

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        cover image ACM Conferences
        HWWS '05: Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
        July 2005
        121 pages
        ISBN:1595930868
        DOI:10.1145/1071866
        Permission to make digital or hard copies of all or part 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 components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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        Publication History

        Published: 30 July 2005

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        July 30 - 31, 2005
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        Overall Acceptance Rate 37 of 94 submissions, 39%

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        • (2023)Demystifying Hidden Sensitive Operations in Android AppsACM Transactions on Software Engineering and Methodology10.1145/357415832:2(1-30)Online publication date: 29-Mar-2023
        • (2021) Z ‐Thickness Blending: Effective Fragment Merging for Multi‐Fragment Rendering Computer Graphics Forum10.1111/cgf.1440940:7(149-160)Online publication date: 27-Nov-2021
        • (2020)A Survey of Multifragment RenderingComputer Graphics Forum10.1111/cgf.1401939:2(623-642)Online publication date: 13-Jul-2020
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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
        • (2014)Parallel methodologies for a micropolygon rendererProceedings of the 14th Eurographics Symposium on Parallel Graphics and Visualization10.5555/2855568.2855573(17-24)Online publication date: 9-Jun-2014
        • (2013)Memory-Efficient Single-Pass GPU Rendering of Multifragment EffectsIEEE Transactions on Visualization and Computer Graphics10.1109/TVCG.2012.32019:8(1307-1316)Online publication date: 1-Aug-2013
        • (2013)Depth-Fighting Aware Methods for Multifragment RenderingIEEE Transactions on Visualization and Computer Graphics10.1109/TVCG.2012.30019:6(967-977)Online publication date: 1-Jun-2013
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