ACM Home Page
Please provide us with feedback. Feedback
The F-buffer: a rasterization-order FIFO buffer for multi-pass rendering
Full text PdfPdf (114 KB)
Source SIGGRAPH/EUROGRAPHICS Conference On Graphics Hardware archive
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware table of contents
Los Angeles, California, United States
Pages: 57 - 64  
Year of Publication: 2001
ISBN:1-58113-407-X
Authors
William R. Mark  Department of Computer Science, Stanford University, Gates Building, Stanford, CA
Kekoa Proudfoot  Department of Computer Science, Stanford University, Gates Building, Stanford, CA
Sponsor
SIGGRAPH: ACM Special Interest Group on Computer Graphics and Interactive Techniques
Publisher
ACM  New York, NY, USA
Bibliometrics
Downloads (6 Weeks): 5,   Downloads (12 Months): 38,   Citation Count: 14
Additional Information:

abstract   references   cited by   index terms   collaborative colleagues  

Tools and Actions: Review this Article  
DOI Bookmark: Use this link to bookmark this Article: http://doi.acm.org/10.1145/383507.383527
What is a DOI?

ABSTRACT

Multi-pass rendering is a common method of virtualizing graphics hardware to overcome limited resources. Most current multi-pass rendering techniques use the RGBA framebuffer to store intermediate results between each pass. This method of storing intermediate results makes it difficult to correctly render partially-transparent surfaces, and reduces the performance of shaders that need to preserve more than one intermediate result between passes. We propose an alternative approach to storing intermediate results that solves these problems. This approach stores intermediate colors (or other values) that are generated by a rendering pass in a FIFO buffer as the values exit the fragment pipeline. On a subsequent pass, the contents of the FIFO buffer are fed into the top of the fragment pipeline. We refer to this FIFO buffer as a fragment-stream buffer (or F-buffer), because this approach has the effect of associating intermediate results with particular rasterization fragments, rather than with an (x,y) location in the framebuffer. Implementing an F-buffer requires some changes to current mainstream graphics architectures, but these changes can be minor. We describe the design space associated with implementing an F-buffer, and compare the F-buffer to recirculating pipeline designs. We implement F-buffers in the Mesa software renderer, and demonstrate our programmable-shading system running on top of this renderer.


REFERENCES

Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.

 
1
SIGGRAPH 1999 course 29: Advanced graphics programming techniques using OpenGL, August 1999.
2
3
 
4
Cass Everitt. Interactive order-independent transparency. Technical report, NVIDIA Corporation, May 2001. Available at http://www.nvidia.com/.
 
5
Paul Jaquays and Brian Hook. Quake 3: Arena Shader Manual, Revision 10, September 1999.
6
 
7
OpenGL ARB, M. Woo, J. Neider, T. David, and D. Shreiner. OpenGL programming guide. Addison-Wesley, third edition, 1999.
8
 
9
Brian Paul. The Mesa 3D graphics library. Available at http://www.mesa3d.org.
 
10
11
 
12
13

CITED BY  14

Collaborative Colleagues:
William R. Mark: colleagues
Kekoa Proudfoot: colleagues