Wikipedia : OIT history
http://en.wikipedia.org/wiki/Order-independent_transparency
Order-independent transparency


The importance of blending order. The top produces an incorrect result with unordered alpha blending, while the bottom correctly sorts the geometry. Note lower visibility of the skeletal structure without correct depth ordering. Image from ATI Mecha Demo
Order-independent transparency (OIT) is a class of techniques in rasterisational computer graphics for renderingtransparency in a 3D scene, which do not require rendering geometry in sorted order for alpha compositing.
Contents
[hide]
Description[edit]
Commonly, 3D geometry with transparency is rendered by blending (using alpha compositing) all surfaces into a single buffer (think of this as a canvas). Each surface occludes existing color and adds some of its own color depending on its alpha value, a ratio of light transmittance. The order in which surfaces are blended affects the total occlusion or visibility of each surface. For a correct result, surfaces must be blended from farthest to nearest or nearest to farthest, depending on the alpha compositing operation, over or under. Ordering may be achieved by rendering the geometry in sorted order, for example sorting triangles by depth, but can take a significant amount of time, not always produce a solution (in the case of intersecting or circularly overlapping geometry) and the implementation is complex. Instead, order-independent transparency sorts geometry per-pixel, after rasterisation. For exact results this requires storing all fragments before sorting and compositing.
History[edit]
The A-Buffer[1] is a computer graphics technique introduced in 1984 which stores per-pixel lists of fragment data (including micro-polygon information) in a software rasteriser, REYES, originally designed for anti-aliasing but also supporting transparency.
More recently, depth peeling[2] in 2001 described a hardware accelerated OIT technique. With limitations in graphics hardware the scene's geometry had to be rendered many times. A number of techniques have followed, to improve on the performance of depth peeling, still with the many-pass rendering limitation. For example, Dual Depth Peeling (2008).[3]
In 2009, two significant features were introduced in GPU hardware/drivers/Graphics APIs that allowed capturing and storing fragment data in a single rendering pass of the scene, something not previously possible. These are, the ability to write to arbitrary GPU memory from shaders and atomic operations. With these features a new class of OIT techniques became possible that do not require many rendering passes of the scene's geometry.
- The first was storing the fragment data in a 3D array,[4] where fragments are stored along the z dimension for each pixel x/y. In practice, most of the 3D array is unused or overflows, as a scene's depth complexity is typically uneven. To avoid overflow the 3D array requires large amounts of memory, which in many cases is impractical.
- Two approaches to reducing this memory overhead exist.
- Packing the 3D array with a prefix sum scan, or linearizing,[5] removed the unused memory issue but requires an additional depth complexity computation rendering pass of the geometry. The "Sparsity-aware" S-Buffer, Dynamic Fragment Buffer,[6] "deque" D-Buffer[citation needed], Linearized Layered Fragment Buffer[7] all pack fragment data with a prefix sum scan and are demonstrated with OIT.
- Storing fragments in per-pixel linked lists[8] provides tight packing of this data and in late 2011, driver improvements reduced the atomic operation contention overhead making the technique very competitive.[7]
Exact OIT[edit]
Exact, as opposed to approximate, OIT accurately computes the final color, for which all fragments must be sorted. For complex scenes, sorting becomes the bottleneck.
One issue with the sorting stage is low occupancy, in this case a SIMT attribute relating to the throughput and operation latency hiding of GPUs. Backwards Memory Allocation[9] groups pixels by their depth complexity to improve the occupancy and hence performance of sorting and compositing low depth complexity pixels in the context of a potentially high depth complexity scene. Up to a 3× overall OIT performance increase is reported.
Approximate OIT[edit]
Approximate OIT techniques relax the constraint of exact rendering to provide faster results. Higher performance can be gained from not having to store all fragments or only partially sorting the geometry. A number of techniques also compress, or reduce, the fragment data. These include:
- Stochastic Transparency: draw in a higher resolution but discard some fragments. Downsampling will then yield transparency.[10]
- Adaptive Transparency,[11] a two-pass technique where the first constructs a visibility function which compresses on the fly (this compression avoids having to fully sort the fragments) and the second uses this data to composite unordered fragments. Intel's pixel synchronization[12] avoids the need to store all fragments, removing the unbounded memory requirement of many other OIT techniques.
OIT in Hardware[edit]
See also[edit]
References[edit]
- Jump up^ Loren Carpenter. "The A-buffer, an Antialiased Hidden Surface Method", SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques Pages 103-108, July, 1984
- Jump up^ Everitt, Cass (2001-05-15). "Interactive Order-Independent Transparency". Nvidia. Retrieved 2008-10-12.
- Jump up^ Bavoil, Louis (February 2008). "Order Independent Transparency with Dual Depth Peeling". Nvidia. Retrieved 2013-03-12.
- Jump up^ Fang Liu, Meng-Cheng Huang, Xue-Hui Liu, and En-Hua Wu. "Single pass depth peeling via CUDA rasterizer", In SIGGRAPH 2009: Talks (SIGGRAPH '09), 2009
- Jump up^ Craig Peeper. "Prefix sum pass to linearize A-buffer storage", Patent application, Dec, 2008
- Jump up^ Marilena Maule and João L.D. Comba and Rafael Torchelsen and Rui Bastos. "Memory-optimized order-independent transparency with Dynamic Fragment Buffer ", In Computers & Graphics, 2014.
- ^ Jump up to:a b Pyarelal Knowles, Geoff Leach and Fabio Zambetta. "Chapter 20: Efficient Layered Fragment Buffer Techniques", OpenGL Insignts, pages 279-292, Editors Cozzi and Riccio, CRC Press, 2012
- Jump up^ Jason C. Yang, Justin Hensley, Holger Grün, and Nicolas Thibieroz. "Real-time concurrent linked list construction on the GPU", In Proceedings of the 21st Eurographics conference on Rendering (EGSR'10), 2010
- Jump up^ Knowles Et. Al. (Oct 2013). "Backwards Memory Allocation and Improved OIT". Eurographics Digital Library. Retrieved 2014-01-21.
- Jump up^ Enderton, Eric (?). "Stochastic Transparency". Nvidia. Retrieved 2013-03-12.
- Jump up^ Salvi Et. Al. (2013-07-18). "Adaptive Transparency". Retrieved 2014-01-21.
- Jump up^ Davies, Leigh (2013-07-18). "Order-Independent Transparency Approximation with Pixel Synchronization". Intel. Retrieved 2014-01-21.
- Jump up^ "Optimizing Dreamcast Microsoft Direct3D Performance". Microsoft. 1999-03-01.
Wikipedia : OIT history的更多相关文章
- CSS History
Preface 如果只是要写程序,那的确是不需要这么麻烦,上来直接看Syntax,动手写上至少300行代码,做上3个应用程序,这门语言你也就差不多会用了,接下来不过就是模式,特殊的地方以及记住一些函数 ...
- Deep Learning in a Nutshell: History and Training
Deep Learning in a Nutshell: History and Training This series of blog posts aims to provide an intui ...
- URI--http://zh.wikipedia.org/wiki/%E7%BB%9F%E4%B8%80%E8%B5%84%E6%BA%90%E6%A0%87%E5%BF%97%E7%AC%A6
维基百科,自由的百科全书 在电脑术语中,统一资源标识符(Uniform Resource Identifier,或URI)是一个用于标识某一互联网资源名称的字符串. 该种标识允许用户对网络中( ...
- HDU 4464 Browsing History(最大ASCII的和)
题目链接:http://acm.hdu.edu.cn/showproblem.php?pid=4464 Problem Description One day when you are going t ...
- Geek to Live: Set up your personal Wikipedia
http://lifehacker.com/163707/geek-to-live--set-up-your-personal-wikipedia Filed to: Wikipedia Captur ...
- Linux kernel Wikipedia
http://en.wikipedia.org/wiki/Linux_kernel Development model The current development model of the Lin ...
- Fedora version history --- kernel version
Fedora version history https://en.wikipedia.org/wiki/Fedora_version_history Version (Code name)[ ...
- History API与浏览器历史堆栈管理
移动端开发在某些场景中有着特殊需求,如为了提高用户体验和加快响应速度,常常在部分工程采用SPA架构.传统的单页应用基于url的hash值进行路由,这种实现不存在兼容性问题,但是缺点也有--针对不支持o ...
- 使用backbone的history管理SPA应用的url
本文介绍如何使用backbone的history模块实现SPA应用里面的URL管理.SPA应用的核心在于使用无刷新的方式更改url,从而引发页面内容的改变.从实现上来看,url的管理和页面内容的管理是 ...
随机推荐
- Android主题换肤实现
本系列文章主要是对一个Material Design的APP的深度解析,主要包括以下内容 基于Material Design Support Library作为项目整体框架.对应博文:Android ...
- WW_TRANS_I18N_LOCALE”与“WW_TRANS_I18N_LOCALE”属性
Struts2 i18n国际化(允许用户自行选择语言)转最近在学习struts2,学习资料是李刚著的<struts2权威指南>,这本书写得非常好,非常有学习价值.我在学习过程中,自己跟着做 ...
- 如何从Apache官网下载windows版apache服务器
参考文章:http://jingyan.baidu.com/article/29697b912f6539ab20de3cf8.html
- Redis快速入门:安装、配置和操作
本文是有关Redis的系列技术文章之一.在之前的文章中介绍了<Redis快速入门:初识Redis>,对Redis有了一个初步的了解.今天继续为大家介绍Redis如何安装.配置和操作. 系列 ...
- EntityFramework中支持BulkInsert扩展(转载)
前言 很显然,你应该不至于使用 EntityFramework 直接插入 10W 数据到数据库中,那可能得用上个几分钟.EntityFramework 最被人诟病的地方就是它的性能,处理大量数据时的效 ...
- google地图引入网页
<script src=);//指定坐标,缩放级别,setcenter 设置地图中心位置 //var mapControl = new GMapTypeControl() ...
- Struts表单格局;theme三个属性值:simple,xhtml,css_xhtml
转自:http://www.educity.cn/wenda/7156.html 解决Struts2 Form表单自己布局之前先看看 theme 属性, theme属性提供 三个属性值:simple, ...
- Codeforces Round #313 (Div. 2) C. Gerald's Hexagon 数学
C. Gerald's Hexagon Time Limit: 2 Sec Memory Limit: 256 MB 题目连接 http://codeforces.com/contest/559/pr ...
- 【spring 区别】ClassXmlAplicationContext和FileSystemXmlApplicationContext的区别
今天写一个简单的spring使用例子,遇到这个问题: 项目结构如下: 代码如下: package com.it.sxd; import java.nio.file.FileSystem; import ...
- Sql Server 里的向上取整、向下取整、四舍五入取整
==================================================== [四舍五入取整截取] select round(54.56,0) ============== ...