| The F-buffer: a rasterization-order FIFO buffer for multi-pass rendering |
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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
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Authors
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William R. Mark
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Department of Computer Science, Stanford University, Gates Building, Stanford, CA
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Kekoa Proudfoot
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Department of Computer Science, Stanford University, Gates Building, Stanford, CA
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Downloads (6 Weeks): 5, Downloads (12 Months): 38, Citation Count: 14
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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.
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[doi> 10.1145/346876.346883]
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Brian Paul. The Mesa 3D graphics library. Available at http://www.mesa3d.org.
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Scott Rixner , William J. Dally , Ujval J. Kapasi , Brucek Khailany , Abelardo López-Lagunas , Peter R. Mattson , John D. Owens, A bandwidth-efficient architecture for media processing, Proceedings of the 31st annual ACM/IEEE international symposium on Microarchitecture, p.3-13, November 1998, Dallas, Texas, United States
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CITED BY 14
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Greg Humphreys , Mike Houston , Ren Ng , Randall Frank , Sean Ahern , Peter D. Kirchner , James T. Klosowski, Chromium: a stream-processing framework for interactive rendering on clusters, ACM Transactions on Graphics (TOG), v.21 n.3, July 2002
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Eric Chan , Ren Ng , Pradeep Sen , Kekoa Proudfoot , Pat Hanrahan, Efficient partitioning of fragment shaders for multipass rendering on programmable graphics hardware, Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware, September 01-02, 2002, Saarbrucken, Germany
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Louis Bavoil , Steven P. Callahan , Aaron Lefohn , João L. D. Comba , Cláudio T. Silva, Multi-fragment effects on the GPU using the k-buffer, Proceedings of the 2007 symposium on Interactive 3D graphics and games, April 30-May 02, 2007, Seattle, Washington
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Greg Humphreys , Mike Houston , Ren Ng , Randall Frank , Sean Ahern , Peter D. Kirchner , James T. Klosowski, Chromium: a stream-processing framework for interactive rendering on clusters, ACM SIGGRAPH ASIA 2008 courses, p.1-10, December 10-13, 2008, Singapore
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