Identifying all the surfaces projecting into a pixel has several important applications in Computer Graphics, such as transparency and CSG. These applications further require ordering, in each pixel, the surfaces by their distance to the viewer. In real-time rendering engines, this is often achieved by recording sorted lists of the fragments produced by the rasterization pipeline. The major challenge is that the number of fragments is not known in advance. This results in computational and memory overheads due to the necessary dynamic nature of the data-structure. Similarly, many fragments which are not useful for the final image--due to opacity accumulation for instance--have to be stored and sorted nonetheless, negatively impacting perfor...