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dc.contributor.authorGruen, Holgeren_US
dc.contributor.authorBenthin, Carstenen_US
dc.contributor.authorWoop, Svenen_US
dc.contributor.editorYuksel, Cem and Membarth, Richard and Zordan, Victoren_US
dc.date.accessioned2020-10-30T18:18:28Z
dc.date.available2020-10-30T18:18:28Z
dc.date.issued2020
dc.identifier.issn2577-6193
dc.identifier.urihttps://doi.org/10.1145/3406180
dc.identifier.urihttps://diglib.eg.org:443/handle/10.1145/3406180
dc.description.abstractWe propose an easy and simple-to-integrate approach to accelerate ray tracing of alpha-tested transparent geometry with a focus on Microsoft® DirectX® or Vulkan® ray tracing extensions. Pre-computed bit masks are used to quickly determine fully transparent and fully opaque regions of triangles thereby skipping the more expensive alpha-test operation. These bit masks allow us to skip up to 86% of all transparency tests, yielding up to 40% speed up in a proof-of-concept DirectX® software only implementation.en_US
dc.publisherACMen_US
dc.subjectComputing methodologies
dc.subjectRay tracing.
dc.subjectray tracing
dc.subjectbounding volume hierarchy
dc.subjecttransparency
dc.titleSub-triangle opacity masks for faster ray tracing of transparent objectsen_US
dc.description.seriesinformationProceedings of the ACM on Computer Graphics and Interactive Techniques
dc.description.sectionheadersRendering Thin or Transparent Objects
dc.description.volume3
dc.description.number2
dc.identifier.doi10.1145/3406180


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