Abstract
In this paper we present a method that can be used with algorithms requiring the presence of multiple data elements at the last step of z-buffer based rasterization pipeline. The work presented here-in gives a ground for solutions to problems of order independent transparency; semi-transparent light occluders; non-uniform, light scattering media and visualization of voxel based data. It can also enable the interactive graphics researchers to adapt some algorithms previously only found in off-line solutions. Its general form also allows it to work seamlessly with hardware-accelerated multi-sampling techniques. The contributions of this work include:
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general description of the data structures used in sparse to dense buffer condensation process;
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mapping of the general structures into actual hardware resources;
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rendering process for multi-layered sparse framebuffer;
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condensing the sparse buffer into dense fragment list buffer;
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mapping the list buffer into displayable framebuffer.
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Lipowski, J.K. (2010). Multi-layered Framebuffer Condensation: The l-buffer Concept. In: Bolc, L., Tadeusiewicz, R., Chmielewski, L.J., Wojciechowski, K. (eds) Computer Vision and Graphics. ICCVG 2010. Lecture Notes in Computer Science, vol 6375. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-15907-7_12
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DOI: https://doi.org/10.1007/978-3-642-15907-7_12
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