dc.contributor.author | Gruen, Holger | en_US |
dc.contributor.author | Benthin, Carsten | en_US |
dc.contributor.author | Woop, Sven | en_US |
dc.contributor.editor | Yuksel, Cem and Membarth, Richard and Zordan, Victor | en_US |
dc.date.accessioned | 2020-10-30T18:18:28Z | |
dc.date.available | 2020-10-30T18:18:28Z | |
dc.date.issued | 2020 | |
dc.identifier.issn | 2577-6193 | |
dc.identifier.uri | https://doi.org/10.1145/3406180 | |
dc.identifier.uri | https://diglib.eg.org:443/handle/10.1145/3406180 | |
dc.description.abstract | We 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.publisher | ACM | en_US |
dc.subject | Computing methodologies | |
dc.subject | Ray tracing. | |
dc.subject | ray tracing | |
dc.subject | bounding volume hierarchy | |
dc.subject | transparency | |
dc.title | Sub-triangle opacity masks for faster ray tracing of transparent objects | en_US |
dc.description.seriesinformation | Proceedings of the ACM on Computer Graphics and Interactive Techniques | |
dc.description.sectionheaders | Rendering Thin or Transparent Objects | |
dc.description.volume | 3 | |
dc.description.number | 2 | |
dc.identifier.doi | 10.1145/3406180 | |