ABSTRACT

Efficient rendering of multi-fragment effects has long been a great challenge in

computer graphics, which always require to process fragments in depth order

rather than rasterization order. The major problem is that modern GPUs are

optimized only to capture the nearest or furthest fragment per pixel each ge-

ometry pass. The classical depth peeling algorithm [Mammen 89, Everitt 01]

provides a simple but robust solution by peeling off one layer per pass, but multi-

rasterizations will lead to performance bottleneck for large-scale scene with high

complexity. The k-buffer [Bavoil et al. 07,Liu et al. 06] captures k fragments in

a single pass but suffers from serious read-modify-write(RMW) hazards.