Deferred Shading for Order-Independent Transparency
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Date
2014Author
Hillesland, Karl E.
Bilodeau, Bill
Thibieroz, Nicolas
Metadata
Show full item recordAbstract
Rendering many layers of transparency presents difficult challenges with respect to performance. Most previous work focused on the sorting problem, paying the full shading cost for all fragments. We present a method that defers shading until fragments can be classified as less important to the final pixel color, allowing us to switch to a lower-cost, approximate shading function. We apply this idea to TressFX, which is a state-of-the-art hair rendering technique used in video game production. For hair rendering, we switched to low-quality shading in all but the front eight fragments per pixel. This gave us a 75% speedup without noticeable loss in visual quality.
BibTeX
@inproceedings {10.2312:egsh.20141012,
booktitle = {Eurographics 2014 - Short Papers},
editor = {Eric Galin and Michael Wand},
title = {{Deferred Shading for Order-Independent Transparency}},
author = {Hillesland, Karl E. and Bilodeau, Bill and Thibieroz, Nicolas},
year = {2014},
publisher = {The Eurographics Association},
ISSN = {1017-4656},
DOI = {10.2312/egsh.20141012}
}
booktitle = {Eurographics 2014 - Short Papers},
editor = {Eric Galin and Michael Wand},
title = {{Deferred Shading for Order-Independent Transparency}},
author = {Hillesland, Karl E. and Bilodeau, Bill and Thibieroz, Nicolas},
year = {2014},
publisher = {The Eurographics Association},
ISSN = {1017-4656},
DOI = {10.2312/egsh.20141012}
}