Brüll, FelixKern, RenéGrosch, ThorstenWang, BeibeiWilkie, Alexander2025-06-202025-06-202025978-3-03868-292-91727-3463https://doi.org/10.2312/sr.20251177https://diglib.eg.org/handle/10.2312/sr20251177Efficient rendering of many transparent surfaces is a challenging problem in real-time ray tracing. We introduce an alternative approach to conventional order-independent transparency (OIT) techniques: our method interprets the alpha channel as coverage and uses state-of-the-art temporal anti-aliasing techniques to accumulate transparency over multiple frames. By efficiently utilizing ray tracing hardware and its early ray termination capabilities, our method reduces computational costs compared to conventional OIT methods. Furthermore, our approach shades only one fragment per pixel, significantly lowering the shading workload and improving frame rate stability. Despite relying on temporal accumulation, our technique performs well in dynamic scenes.Attribution 4.0 International LicenseCCS Concepts: Computing methodologies -> Ray tracing; Rasterization; Visibility; AntialiasingComputing methodologiesRay tracingRasterizationVisibilityAntialiasingSpatio-Temporal Dithering for Order-Independent Transparency on Ray Tracing Hardware10.2312/sr.2025117712 pages