dc.contributor.author | Wittenbrink, Craig M. | en_US |
dc.contributor.editor | Kurt Akeley and Ulrich Neumann | en_US |
dc.date.accessioned | 2013-10-28T09:58:49Z | |
dc.date.available | 2013-10-28T09:58:49Z | |
dc.date.issued | 2001 | en_US |
dc.identifier.isbn | 158113407X | en_US |
dc.identifier.issn | 1727-3471 | en_US |
dc.identifier.uri | http://dx.doi.org/10.2312/EGGH/EGGH01/073-080 | en_US |
dc.description.abstract | We 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.publisher | The Eurographics Association | en_US |
dc.subject | Antialiasing | en_US |
dc.subject | Flame Buffer Algorithms | en_US |
dc.subject | Graphics Hardware | en_US |
dc.subject | Rendering Hardware | en_US |
dc.subject | Visibility Determination | en_US |
dc.title | R-Buffer: A Pointerless A-Buffer Hardware Architecture | en_US |
dc.description.seriesinformation | Eurographics/SIGGRAPH Graphics Hardware Workshop 2001 | en_US |