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Single pass depth peeling via CUDA rasterizer

Published: 03 August 2009 Publication History

Abstract

Multi-fragment effects play important roles on many graphics applications, which require operations on more than one fragment per pixel. The classical depth peeling algorithm [Everitt 2001] peels off one layer each pass, but the performance degrades for large scenes. We prefer to capture multiple fragments in a single pass, which is difficult because the fragments generated in graphics pipeline are not allowed to be scattered to arbitrary positions of the buffers. Compute unified device architecture (CUDA) [NVIDIA 2008] provides more flexible control over the GPU memory, but accessing of the fragments generated by graphics pipeline is not yet supported. In this work we design a CUDA rasterizer so that many graphics applications can benefit from the free control of GPU memory, especially for the multi-fragment effects. We present two efficient schemes to capture and sort multiple fragments per pixel in a single geometry pass via the atomic operations of CUDA without read-modify-write (RMW) hazards. Experimental results show significant speedup to classical depth peeling, especially for large scenes.

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MP4 File (tal048_09.mp4)

References

[1]
Carpenter, L. 1984. The a-buffer, an antialiased hidden surface method. In Proceedings of the 11th annual conference on Computer graphics and interactive techniques, 103--108.
[2]
Everitt, C. 2001. Interactive order-independent transparency. Tech. rep., NVIDIA Corporation.
[3]
Myers, K., and Bavoil, L. 2007. Stencil routed a-buffer. ACM SIGGRAPH 2007 Technical Sketch Program.
[4]
NVIDIA. 2008. Nvidia cuda: Compute unified device architecture.

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  • (2016)Depth of field synthesis from sparse viewsComputers and Graphics10.1016/j.cag.2015.10.01555:C(21-32)Online publication date: 1-Apr-2016
  • (2016)Decoupling Rendering and Display Using Fast Depth Image Based Rendering on the GPUComputer Vision and Graphics10.1007/978-3-319-46418-3_6(61-72)Online publication date: 10-Sep-2016
  • (2013)Layered depth-of-field rendering using color spreadingProceedings of the 12th ACM SIGGRAPH International Conference on Virtual-Reality Continuum and Its Applications in Industry10.1145/2534329.2534340(77-82)Online publication date: 17-Nov-2013
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cover image ACM Conferences
SIGGRAPH '09: SIGGRAPH 2009: Talks
August 2009
82 pages
ISBN:9781605588346
DOI:10.1145/1597990

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 03 August 2009

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Cited By

View all
  • (2016)Depth of field synthesis from sparse viewsComputers and Graphics10.1016/j.cag.2015.10.01555:C(21-32)Online publication date: 1-Apr-2016
  • (2016)Decoupling Rendering and Display Using Fast Depth Image Based Rendering on the GPUComputer Vision and Graphics10.1007/978-3-319-46418-3_6(61-72)Online publication date: 10-Sep-2016
  • (2013)Layered depth-of-field rendering using color spreadingProceedings of the 12th ACM SIGGRAPH International Conference on Virtual-Reality Continuum and Its Applications in Industry10.1145/2534329.2534340(77-82)Online publication date: 17-Nov-2013
  • (2013)Octree Rasterization: Accelerating High-Quality Out-of-Core GPU Volume RenderingIEEE Transactions on Visualization and Computer Graphics10.1109/TVCG.2012.15119:10(1732-1745)Online publication date: Oct-2013
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  • (2010)LayerPaintProceedings of the SIGCHI Conference on Human Factors in Computing Systems10.1145/1753326.1753445(811-820)Online publication date: 10-Apr-2010
  • (2010)Multi-layer depth peeling by single-pass rasterisation for faster isosurface raytracing on GPUsProceedings of the 12th Eurographics / IEEE - VGTC conference on Visualization10.1111/j.1467-8659.2009.01674.x(1231-1240)Online publication date: 9-Jun-2010
  • (2009)CUDA rendererACM SIGGRAPH ASIA 2009 Sketches10.1145/1667146.1667189(1-1)Online publication date: 16-Dec-2009

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