Alpha to coverage

Alpha to coverage[1][2][3] is a multisampling computer graphics technique, which uses the alpha channel of textures as a coverage mask for anti-aliasing. This particular technique is useful for situations where dense foliage or grass must be rendered in a video game.[4]

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

  1. "Anti-aliased Alpha Test: The Esoteric Alpha To Coverage | by Ben Golus | Medium".
  2. "Alpha to coverage | Semantic Scholar".
  3. "Common Rendering Mistakes: How to Find Them and How to Fix Them | Oculus".
  4. "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


This article is issued from Wikipedia. The text is licensed under Creative Commons - Attribution - Sharealike. Additional terms may apply for the media files.