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dc.contributor.authorYang, Jason C.en_US
dc.contributor.authorHensley, Justinen_US
dc.contributor.authorGruen, Holgeren_US
dc.contributor.authorThibieroz, Nicolasen_US
dc.date.accessioned2015-02-23T16:57:37Z
dc.date.available2015-02-23T16:57:37Z
dc.date.issued2010en_US
dc.identifier.issn1467-8659en_US
dc.identifier.urihttp://dx.doi.org/10.1111/j.1467-8659.2010.01725.xen_US
dc.description.abstractWe 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.publisherThe Eurographics Association and Blackwell Publishing Ltden_US
dc.titleReal-Time Concurrent Linked List Construction on the GPUen_US
dc.description.seriesinformationComputer Graphics Forumen_US
dc.description.volume29en_US
dc.description.number4en_US
dc.identifier.doi10.1111/j.1467-8659.2010.01725.xen_US
dc.identifier.pages1297-1304en_US


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