By Marco Salvi
In this SIGGRAPH 2013 session, we will introduce a new synchronization primitive for pixel shaders that enables a whole new way of attacking graphics problems on the GPU. The new method is easy to use, requires a fixed amount of memory and provides stable and consistent performance.
Several applications will be detailed and demonstrated in real-time, including programmable blending, single pass depth peeling, order-independent transparency and deep shadow maps.
Citation: Marco Salvi, Advances in Real-Time Rendering in Games: Pixel Synchronization: Solving old graphics problems with new data structures, Siggraph, Course: Tuesday 10:10am July 23, 2013.