Alpha to coverage
Alpha to coverage is a multisampling computer graphics technique useful for situations where dense foliage or grass must be rendered in a video game.[1]
This technique uses the alpha channel of textures as a coverage mask for anti-aliasing.
Alpha to coverage multisampling is based on regular multisampling, except that the alpha coverage mask is ANDed with the multisample mask. Alpha-to-coverage converts the alpha component output from the pixel shader to a coverage mask. When the multisampling is applied each output fragment gets a transparency of 0 or 1 depending on alpha coverage and the multisampling result.
References
- ↑ "Configuring Blending Functionality (Windows)". Microsoft Developer Network. Retrieved 2013-01-27.
Alpha-to-coverage is a multisampling technique that is most useful for situations such as dense foliage where there are several overlapping polygons that use alpha transparency to define edges within the surface
External links
- GPU Gems 3 ‒ Chapter 4. Next-Generation SpeedTree Rendering
- Street Fighter IV PC explained in detail
See also
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