
doi: 10.1145/3203185
Alpha testing is widely used for rendering surfaces with transparency. While it works well when transparency is a binary function, semi-transparent regions cause problems, as they are classified as either fully transparent or opaque. Unfortunately, semi-transparent texture regions often appear in coarser mipmap levels, causing surfaces to disappear with distance. We introduce the alpha distribution approach for pre-processing the alpha values of a texture such that alpha testing produces expected results with semi-transparency without any modification to render-time operations. We describe two separate algorithms for alpha distribution with similar qualitative behavior. Our results show that alpha distribution can produce high-quality results with low noise. We also explain how alpha distribution can be extended for high-quality rendering with alpha-to-coverage.
| selected citations These citations are derived from selected sources. This is an alternative to the "Influence" indicator, which also reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically). | 0 | |
| popularity This indicator reflects the "current" impact/attention (the "hype") of an article in the research community at large, based on the underlying citation network. | Average | |
| influence This indicator reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically). | Average | |
| impulse This indicator reflects the initial momentum of an article directly after its publication, based on the underlying citation network. | Average |
