dc.contributor.author | Hillesland, Karl E. | en_US |
dc.contributor.author | Bilodeau, Bill | en_US |
dc.contributor.author | Thibieroz, Nicolas | en_US |
dc.contributor.editor | Eric Galin and Michael Wand | en_US |
dc.date.accessioned | 2014-12-16T07:11:40Z | |
dc.date.available | 2014-12-16T07:11:40Z | |
dc.date.issued | 2014 | en_US |
dc.identifier.issn | 1017-4656 | en_US |
dc.identifier.uri | http://dx.doi.org/10.2312/egsh.20141012 | en_US |
dc.description.abstract | 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. | en_US |
dc.publisher | The Eurographics Association | en_US |
dc.subject | I.3.7 [Computer Graphics] | en_US |
dc.subject | Three Dimensional Graphics and Realism Shading | en_US |
dc.subject | shadowing | en_US |
dc.subject | visible line/surface algorithms | en_US |
dc.title | Deferred Shading for Order-Independent Transparency | en_US |
dc.description.seriesinformation | Eurographics 2014 - Short Papers | en_US |