Alpha_to_coverage

Alpha to coverage

Alpha to coverage

Multisampling computer graphics technique


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


References

  1. "Anti-aliased Alpha Test: The Esoteric Alpha To Coverage | by Ben Golus | Medium". 21 October 2021.
  2. "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



Share this article:

This article uses material from the Wikipedia article Alpha_to_coverage, and is written by contributors. Text is available under a CC BY-SA 4.0 International License; additional terms may apply. Images, videos and audio are available under their respective licenses.