Coverage Bitmasks for Efficient Rendering Algorithms

This presentation gives the humble old bitmask the attention it deserves. Written and presented by SEED’s Martin Mittring. Bitmasks have been part of parallel hardware implementations without really being called out. They have been disguised under various names: Coverage / Visibility / Occupancy / Occlusion / Blocker [bit] masks. They enable efficient rasterization, soft shadows, antialiasing, AO, GI, OIT, can speed up ray tracing, and more. In this presentation, we go over where they have been used creatively and where they can be used. We explore their properties and show why they are becoming even more relevant for more GPU programmability and machine learning. They are a tool you can use to cull work efficiently and they combine well with stochastic algorithms. Download the presentation deck and notes: ---------- SEED is a pioneering group within Electronic Arts, combining creativity with applied research. We explore, build, and help determine the future of interactive entertainment. Learn more about SEED at Find us on: Twitter: LinkedIn:
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