This article needs additional citations for verification. Please help improve this article by adding citations to reliable sources. Unsourced material may be challenged and removed. Find sources: "Alpha to coverage" – news · newspapers · books · scholar · JSTOR (February 2013) (Learn how and when to remove this message) |
Alpha to coverage is a multisampling computer graphics technique, that replaces alpha blending with a coverage mask. This achieves order-independent transparency for when anti-aliasing or semi-transparent textures are used. This particular technique is useful for situations where dense foliage or grass must be rendered in a video game.
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.
See also
References
- "Anti-aliased Alpha Test: The Esoteric Alpha To Coverage | by Ben Golus | Medium". 21 October 2021.
- "Alpha to coverage | Semantic Scholar".
- "Common Rendering Mistakes: How to Find Them and How to Fix Them | Oculus".
- "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
This computer graphics–related article is a stub. You can help Misplaced Pages by expanding it. |