{"title":"Z3:一种经济的高质量抗混叠和透明度的硬件技术","authors":"N. Jouppi, Chun-Fa Chang","doi":"10.1145/311534.311582","DOIUrl":null,"url":null,"abstract":"In this paper we present an algorithm for low-cost hardware antialiasing and transparency. This technique keeps a central Z value along with 8-bit floating-point Z gradients in the X and Y dimensions for each fragment within a pixel (hence the name Z 3). It uses a small fixed amount of storage per pixel. If there are more fragments generated for a pixel than the space available, it merges only as many fragments as necessary in order to fit in the available per-pixel memory. The merging occurs on those fragments having the closest Z values. This combines different fragments from the same surface, resulting in both storage and processing efficiency. When operating with opaque surfaces, Z 3 can provide superior image quality over sparse supersampling methods that use eight samples per pixel while using storage for only three fragments. Z 3 also makes the use of large numbers of samples (e.g., 16) feasible in inexpensive hardware, enabling higher quality images. It is simple to implement because it uses a small fixed number of fragments per pixel. Z can also provide order-independent transparency even if many transparent surfaces are present. Moreover, unlike the original A-buffer algorithm it correctly antialiases interpenetrating transparent surfaces because it has three-dimensional Z information within each pixel.","PeriodicalId":298241,"journal":{"name":"Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware","volume":"7 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"1999-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"84","resultStr":"{\"title\":\"Z3: an economical hardware technique for high-quality antialiasing and transparency\",\"authors\":\"N. Jouppi, Chun-Fa Chang\",\"doi\":\"10.1145/311534.311582\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"In this paper we present an algorithm for low-cost hardware antialiasing and transparency. This technique keeps a central Z value along with 8-bit floating-point Z gradients in the X and Y dimensions for each fragment within a pixel (hence the name Z 3). It uses a small fixed amount of storage per pixel. If there are more fragments generated for a pixel than the space available, it merges only as many fragments as necessary in order to fit in the available per-pixel memory. The merging occurs on those fragments having the closest Z values. This combines different fragments from the same surface, resulting in both storage and processing efficiency. When operating with opaque surfaces, Z 3 can provide superior image quality over sparse supersampling methods that use eight samples per pixel while using storage for only three fragments. Z 3 also makes the use of large numbers of samples (e.g., 16) feasible in inexpensive hardware, enabling higher quality images. It is simple to implement because it uses a small fixed number of fragments per pixel. Z can also provide order-independent transparency even if many transparent surfaces are present. Moreover, unlike the original A-buffer algorithm it correctly antialiases interpenetrating transparent surfaces because it has three-dimensional Z information within each pixel.\",\"PeriodicalId\":298241,\"journal\":{\"name\":\"Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware\",\"volume\":\"7 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"1999-07-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"84\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1145/311534.311582\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/311534.311582","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Z3: an economical hardware technique for high-quality antialiasing and transparency
In this paper we present an algorithm for low-cost hardware antialiasing and transparency. This technique keeps a central Z value along with 8-bit floating-point Z gradients in the X and Y dimensions for each fragment within a pixel (hence the name Z 3). It uses a small fixed amount of storage per pixel. If there are more fragments generated for a pixel than the space available, it merges only as many fragments as necessary in order to fit in the available per-pixel memory. The merging occurs on those fragments having the closest Z values. This combines different fragments from the same surface, resulting in both storage and processing efficiency. When operating with opaque surfaces, Z 3 can provide superior image quality over sparse supersampling methods that use eight samples per pixel while using storage for only three fragments. Z 3 also makes the use of large numbers of samples (e.g., 16) feasible in inexpensive hardware, enabling higher quality images. It is simple to implement because it uses a small fixed number of fragments per pixel. Z can also provide order-independent transparency even if many transparent surfaces are present. Moreover, unlike the original A-buffer algorithm it correctly antialiases interpenetrating transparent surfaces because it has three-dimensional Z information within each pixel.