- Source: Alpha to coverage
Alpha to coverage 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.
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
Spatial anti-aliasing
Multisample anti-aliasing
Color depth
References
External links
GPU Gems 3 ‒ Chapter 4. Next-Generation SpeedTree Rendering
Street Fighter IV PC explained in detail
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