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dc.contributor.authorWittenbrink, Craig M.en_US
dc.contributor.editorKurt Akeley and Ulrich Neumannen_US
dc.date.accessioned2013-10-28T09:58:49Z
dc.date.available2013-10-28T09:58:49Z
dc.date.issued2001en_US
dc.identifier.isbn158113407Xen_US
dc.identifier.issn1727-3471en_US
dc.identifier.urihttp://dx.doi.org/10.2312/EGGH/EGGH01/073-080en_US
dc.description.abstractWe present a graphics hardware architecture that implements Carpenter's A-buffer. The A-buffer is a software renderer that uses pointer based linked lists. Our pointerless approach computes order independent transparency for any number of layers with minimal hardware complexity. Statistics are shown for a variety of different scenes using a trace based methodology, with an instrumented Mesa OpenGL implementation. The architecture is shown to require from 2.1 to 3.6 times more memory than traditional Z-buffering. A detailed hardware design is provided, Order independent transparency is computed without application sorting and without artifacts. The architecture can also be used for antialiasing, and an example of Carpenter's classical A-buffer antialiasing is shown.en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectAntialiasingen_US
dc.subjectFlame Buffer Algorithmsen_US
dc.subjectGraphics Hardwareen_US
dc.subjectRendering Hardwareen_US
dc.subjectVisibility Determinationen_US
dc.titleR-Buffer: A Pointerless A-Buffer Hardware Architectureen_US
dc.description.seriesinformationEurographics/SIGGRAPH Graphics Hardware Workshop 2001en_US


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