This paper describes algorithms for implementing accurate rendering of CSG and transparency in a hardware 3D accelerator. The algorithms are based on a hardware architecture which performs front-to-back Z-sorted shading; a multiple-pass algorithm which allows an unlimited number of Z-sorted object layers is also described. The multiple-pass algorithm has been combined with an image partitioning algorithm to improve efficiency, and to improve performance of the resulting hardware implementation.
本文介绍了在硬件3D加速器中实现CSG的精确渲染和透明度的算法。这些算法基于执行从前到后的Z排序着色的硬件体系结构;还描述了允许不限数量的Z排序对象层的多次遍历算法。多遍算法已与图像分割算法结合使用,以提高效率并提高最终硬件实现的性能。 P>
机译:面向硬件的算法,用于呈现顺序无关的透明度
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