Vasilakis, Andreas-AlexandrosVardis, KonstantinosPapaioannou, GeorgiosMoustakas, KonstantinosAdrien Peytavie and Carles Bosch2017-04-222017-04-2220171017-4656https://doi.org/10.2312/egsh.20171005https://diglib.eg.org:443/handle/10.2312/egsh20171005Successfully predicting visual attention can significantly improve many aspects of computer graphics and games. Despite the thorough investigation in this area, selective rendering has not addressed so far fragment visibility determination problems. To this end, we present the first ''selective multi-fragment rendering'' solution that alters the classic k-buffer construction procedure from a fixed-k to a variable-k per-pixel fragment allocation guided by an importance-driven model. Given a fixed memory budget, the idea is to allocate more fragment layers in parts of the image that need them most or contribute more significantly to the visual result. An importance map, dynamically estimated per frame based on several criteria, is used for the distribution of the fragment layers across the image. We illustrate the effectiveness and quality superiority of our approach in comparison to previous methods when performing order-independent transparency rendering in various, high depth-complexity, scenarios.I.3.7 [Computer Graphics]Three Dimensional Graphics and RealismVisible surface algorithmsI.3.6 [Computer Graphics]Methodology and TechniquesGraphics data structuresVariable k-buffer using Importance Maps10.2312/egsh.2017100521-24