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Alpha to coverage

Alpha to coverage is a multisampling technique used to render dense foliage or grass using partially transparent textures [1] .

Alpha to coverage interprets the transparency obtained from the alpha channel of the texture (the Alpha ) as the number of subpixels covered by a partially transparent object (the Coverage ). Like Alpha testing, this technique does not require pre-sorting of textured polygons, but gives a higher image quality due to multi-level transparency (Alpha testing uses only two levels of transparency).

Content

See also

  • Smoothing

Notes

  1. ↑ Configuring Blending Functionality (Windows) (Undefined) . Microsoft Developer Network . - "It is a multisampling technique where I’m looking at the edges ." The date of circulation is January 27, 2013. Archived June 12, 2013.

Literature

  • Real-Time Rendering, Third Edition / Tomas Akenine-Moller, Eric Haines, Naty Hoffman. - AK Peters, Ltd., 2008. - 1027 p. - ISBN 978-1-56881-424-7 .

Links

  • GPU Gems 3 - Chapter 4. Next-Generation SpeedTree Rendering
  • Street Fighter IV PC explained in detail


Source - https://ru.wikipedia.org/w/index.php?title=Alpha_to_coverage&oldid=100618426


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