Patney, AnjulTzeng, StanleyOwens, John D.2015-02-232015-02-2320101467-8659https://diglib.eg.org/handle/10.2312/CGF.v29i4pp1251-1258https://doi.org/10.1111/j.1467-8659.2010.01720.xhttps://diglib.eg.org/handle/10.2312/CGF.v29i4pp1251-1258We 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.Fragment-Parallel Composite and Filter10.1111/j.1467-8659.2010.01720.x1251-1258