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Hair Self Shadowing and Transparency Depth Ordering Using Occupancy maps

Erik Sintorn (Institutionen för data- och informationsteknik, Datorteknik (Chalmers)) ; Ulf Assarsson (Institutionen för data- och informationsteknik, Datorteknik (Chalmers))
Proceedings of the Symposium on Interactive 3D Graphics and Games (I3D 2009) (2009)
[Konferensbidrag, refereegranskat]

This paper presents a method for quickly constructing a high quality approximate visibility function for high frequency semitransparent geometry such as hair. We can then reconstruct the visibility for any fragment without the expensive compression needed by Deep Shadow Maps and with a quality that is much better than what is attainable at similar framerates using Opacity Maps or Depth Opacity Maps. The memory footprint of our method is also considerably lower than that of previous methods. We then use a similar method to achieve back-to-front sorted alpha blending of the fragments with results that are virtually indistinguishable from depth-peeling and an order of magnitude faster.

Denna post skapades 2009-01-12. Senast ändrad 2017-10-03.
CPL Pubid: 85172


Institutioner (Chalmers)

Institutionen för data- och informationsteknik, Datorteknik (Chalmers)



Chalmers infrastruktur

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