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dc.contributor.authorHillesland, Karl E.en_US
dc.contributor.authorBilodeau, Billen_US
dc.contributor.authorThibieroz, Nicolasen_US
dc.contributor.editorEric Galin and Michael Wanden_US
dc.date.accessioned2014-12-16T07:11:40Z
dc.date.available2014-12-16T07:11:40Z
dc.date.issued2014en_US
dc.identifier.issn1017-4656en_US
dc.identifier.urihttp://dx.doi.org/10.2312/egsh.20141012en_US
dc.description.abstractRendering 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.publisherThe Eurographics Associationen_US
dc.subjectI.3.7 [Computer Graphics]en_US
dc.subjectThree Dimensional Graphics and Realism Shadingen_US
dc.subjectshadowingen_US
dc.subjectvisible line/surface algorithmsen_US
dc.titleDeferred Shading for Order-Independent Transparencyen_US
dc.description.seriesinformationEurographics 2014 - Short Papersen_US


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