This article needs additional citations for verification. (February 2013) |
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 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
editReferences
edit- ^ "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
edit- GPU Gems 3 ‒ Chapter 4. Next-Generation SpeedTree Rendering
- Street Fighter IV PC explained in detail