advances in real-time renderingadvances.realtimerendering.com/s2010/yang, mckee - oit and...
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Building data structures from the graphics pipeline
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Creating reverse linked list
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Insertion sort
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Sub-pixel intersections
Pros:
Slightly faster than per-sample execution
Can be done with a Compute Shader
Cons:
Destination Render Target is single sample
Depthstencil testing is not available for
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early rejection
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Worst case 370K fragments filling 40% of the frame
2ms to store the fragments
3.3ms 0->64 fps
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112 -> 60 fps -> 32fps
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