GPU-Accelerated High-Quality Hidden Surface Removal

dc.contributor.authorWexler, Danielen_US
dc.contributor.authorGritz, Larryen_US
dc.contributor.authorEnderton, Ericen_US
dc.contributor.authorRice, Jonathanen_US
dc.contributor.editorMichael Meissner and Bengt-Olaf Schneideren_US
dc.date.accessioned2013-10-28T10:03:35Z
dc.date.available2013-10-28T10:03:35Z
dc.date.issued2005en_US
dc.description.abstractHigh-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 Reyeslike 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.en_US
dc.description.seriesinformationGraphics Hardwareen_US
dc.identifier.isbn1-59593-086-8en_US
dc.identifier.issn1727-3471en_US
dc.identifier.urihttps://doi.org/10.2312/EGGH/EGGH05/007-014en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectCategories and Subject Descriptors (according to ACM CCS): I.3.3 [Three-Dimensional Graphics and Realism]: Hidden line/surface removalen_US
dc.titleGPU-Accelerated High-Quality Hidden Surface Removalen_US
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