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Multi-fragment effects on the GPU using the k-buffer

Published: 30 April 2007 Publication History

Abstract

Many interactive rendering algorithms require operations on multiple fragments (i.e., ray intersections) at the same pixel location: however, current Graphics Processing Units (GPUs) capture only a single fragment per pixel. Example effects include transparency, translucency, constructive solid geometry, depth-of-field, direct volume rendering, and isosurface visualization. With current GPUs, programmers implement these effects using multiple passes over the scene geometry, often substantially limiting performance. This paper introduces a generalization of the Z-buffer, called the k-buffer, that makes it possible to efficiently implement such algorithms with only a single geometry pass, yet requires only a small, fixed amount of additional memory. The k-buffer uses framebuffer memory as a read-modify-write (RMW) pool of k entries whose use is programmatically defined by a small k-buffer program. We present two proposals for adding k-buffer support to future GPUs and demonstrate numerous multiple-fragment, single-pass graphics algorithms running on both a software-simulated k-buffer and a k-buffer implemented with current GPUs. The goal of this work is to demonstrate the large number of graphics algorithms that the k-buffer enables and that the efficiency is superior to current multipass approaches.

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Published In

cover image ACM Conferences
I3D '07: Proceedings of the 2007 symposium on Interactive 3D graphics and games
April 2007
196 pages
ISBN:9781595936288
DOI:10.1145/1230100
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 April 2007

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Author Tags

  1. CSG
  2. blending
  3. fragment processing
  4. graphics hardware
  5. transparency
  6. visibility ordering
  7. volume rendering

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I3D07
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I3D07: Symposium on Interactive 3D Graphics and Games 2007
April 30 - May 2, 2007
Washington, Seattle

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Overall Acceptance Rate 148 of 485 submissions, 31%

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  • (2024)Deep and Fast Approximate Order Independent TransparencyComputer Graphics Forum10.1111/cgf.1507143:6Online publication date: 6-Mar-2024
  • (2023)Potentially Visible Hidden-Volume Rendering for Multi-View WarpingACM Transactions on Graphics10.1145/359210842:4(1-11)Online publication date: 26-Jul-2023
  • (2023)Hashed, binned A-buffer for real-time outlier removal and rendering of noisy point cloudsThe Visual Computer10.1007/s00371-023-02888-w40:3(1825-1838)Online publication date: 14-Jun-2023
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