dc.contributor.author | Yang, Jason C. | en_US |
dc.contributor.author | Hensley, Justin | en_US |
dc.contributor.author | Gruen, Holger | en_US |
dc.contributor.author | Thibieroz, Nicolas | en_US |
dc.date.accessioned | 2015-02-23T16:57:37Z | |
dc.date.available | 2015-02-23T16:57:37Z | |
dc.date.issued | 2010 | en_US |
dc.identifier.issn | 1467-8659 | en_US |
dc.identifier.uri | http://dx.doi.org/10.1111/j.1467-8659.2010.01725.x | en_US |
dc.description.abstract | We introduce a method to dynamically construct highly concurrent linked lists on modern graphics processors. Once constructed, these data structures can be used to implement a host of algorithms useful in creating complex rendering effects in real time. We present a straightforward way to create these linked lists using generic atomic operations available in APIs such as OpenGL 4.0 and DirectX 11. We also describe several possible applications of our algorithm. One example uses per-pixel linked lists for order-independent transparency; as a consequence, we are able to directly implement fully programmable blending, which frees developers from the restrictions imposed by current graphics APIs. The second uses linked lists to implement real-time indirect shadows. | en_US |
dc.publisher | The Eurographics Association and Blackwell Publishing Ltd | en_US |
dc.title | Real-Time Concurrent Linked List Construction on the GPU | en_US |
dc.description.seriesinformation | Computer Graphics Forum | en_US |
dc.description.volume | 29 | en_US |
dc.description.number | 4 | en_US |
dc.identifier.doi | 10.1111/j.1467-8659.2010.01725.x | en_US |
dc.identifier.pages | 1297-1304 | en_US |