Alpha to coverage

From Wikipedia, the free encyclopedia
Jump to navigation Jump to search

Alpha to coverage[1][2][3] 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.[4]

Alpha to coverage is a sub-pixel version of screen-door transparency, a technique which uses a dithering pattern to simulate transparency with only fully opaque and fully transparent pixels.[5]

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

[edit | edit source]

References

[edit | edit source]
  1. ^ Lua error in Module:Citation/CS1/Configuration at line 2172: attempt to index field '?' (a nil value).[better source needed]
  2. ^ Lua error in Module:Citation/CS1/Configuration at line 2172: attempt to index field '?' (a nil value).
  3. ^ Lua error in Module:Citation/CS1/Configuration at line 2172: attempt to index field '?' (a nil value).
  4. ^ Lua error in Module:Citation/CS1/Configuration at line 2172: attempt to index field '?' (a nil value).
  5. ^ Lua error in Module:Citation/CS1/Configuration at line 2172: attempt to index field '?' (a nil value).
[edit | edit source]