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Multi-fragment effects on the GPU using bucket sort
Meng-Cheng Huang; Fang Liu; Xue-Hui Liu; En-Hua Wu
2010
Source PublicationGPU Pro: Advanced Rendering Techniques
Author of SourceWolfgang Engel
Publication PlaceNew York
PublisherA K Peters/CRC Press
Pages495-508
Abstract

This article presents a fast approximation method for eficient rendering of multi-fragment efiects via bucket sort on GPU. In particular, a bucket array of size K is allocated per pixel location using MRT as storage, and the depth range of each pixel is consequently divided into K subintervals. During rasterization, fragments within the kth (k = 0, 1, …, K - 1) subinterval will be routed to the kth bucket by a bucket sort. Collisions will happen when multiple fragments are routed to the same bucket, which can be alleviated by multi-pass approach or an adaptive scheme. Our algorithm shows great speedup to the classical depth peeling with visually faithful results, especially for large scenes with high complexity.

DOIhttps://doi.org/10.1201/b10648
URLView the original
Language英语
ISBN978-1-4398-6553-8
Fulltext Access
Citation statistics
Document TypeBook chapter
Version1st Edition
CollectionFaculty of Science and Technology
AffiliationChinese Academy of Sciences
Recommended Citation
GB/T 7714
Meng-Cheng Huang,Fang Liu,Xue-Hui Liu,et al. Multi-fragment effects on the GPU using bucket sort[M]. 1st Edition. New York:A K Peters/CRC Press,2010:495-508.
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