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dc.contributor.authorPatney, Anjulen_US
dc.contributor.authorTzeng, Stanleyen_US
dc.contributor.authorOwens, John D.en_US
dc.date.accessioned2015-02-23T16:57:33Z
dc.date.available2015-02-23T16:57:33Z
dc.date.issued2010en_US
dc.identifier.issn1467-8659en_US
dc.identifier.urihttp://hdl.handle.net/10.2312/CGF.v29i4pp1251-1258en_US
dc.identifier.urihttp://dx.doi.org/10.1111/j.1467-8659.2010.01720.xen_US
dc.identifier.urihttp://hdl.handle.net/10.2312/CGF.v29i4pp1251-1258
dc.description.abstractWe present a strategy for parallelizing the composite and filter operations suitable for an order-independent rendering pipeline implemented on a modern graphics processor. Conventionally, this task is parallelized across pixels/subpixels, but serialized along individual depth layers. However, our technique extends the domain of parallelization to individual fragments (samples), avoiding a serial dependence on the number of depth layers, which can be a constraint for scenes with high depth complexity. As a result, our technique scales with the number of fragments and can sustain a consistent and predictable throughput in scenes with both low and high depth complexity, including those with a high variability of depth complexity within a single frame. We demonstrate composite/filter performance in excess of 50M fragments/sec for scenes with more than 1500 semi-transparent layers.en_US
dc.publisherThe Eurographics Association and Blackwell Publishing Ltden_US
dc.titleFragment-Parallel Composite and Filteren_US
dc.description.seriesinformationComputer Graphics Forumen_US
dc.description.volume29en_US
dc.description.number4en_US
dc.identifier.doi10.1111/j.1467-8659.2010.01720.xen_US
dc.identifier.pages1251-1258en_US


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