tag:blogger.com,1999:blog-398682525365778708.post3541752327201661516..comments2023-07-06T02:40:05.577-07:00Comments on Diary of a Graphics Programmer: Order-Independent TransparencyWolfgang Engelhttp://www.blogger.com/profile/11031097395025597662noreply@blogger.comBlogger7125tag:blogger.com,1999:blog-398682525365778708.post-62444955714639281972010-01-31T09:08:58.040-08:002010-01-31T09:08:58.040-08:00Paul Diefenbach's thesis can be found here:
ht...Paul Diefenbach's thesis can be found here:<br />http://www.pages.drexel.edu/~pjd37/Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-398682525365778708.post-80483507595617505672009-12-04T03:36:21.308-08:002009-12-04T03:36:21.308-08:00Yes, compute shader + scattered writes seems to be...Yes, compute shader + scattered writes seems to be the best technique for OIT.Victor Codahttps://www.blogger.com/profile/03503860952738621508noreply@blogger.comtag:blogger.com,1999:blog-398682525365778708.post-68623488306003731872009-11-30T11:02:23.032-08:002009-11-30T11:02:23.032-08:00Hi Wolfgang,
for our non-game (medical) rendering ...Hi Wolfgang,<br />for our non-game (medical) rendering we do depth-peeling front-to-back and shade each layer with standard deferred-shading. Shading blends into the final buffer (i.e. on screen).<br /><br />Works quite nicely with scenes of around 1M triangles.<br /><br />The trouble we have is with the z-bias. It appears to require values of around 0.00003, which is much more than I was expecting... (we use OpenGL btw).Johannes Totznoreply@blogger.comtag:blogger.com,1999:blog-398682525365778708.post-7262374202537254592009-11-29T19:28:11.588-08:002009-11-29T19:28:11.588-08:00Yep I forgot stippling and Alex Evans technique fo...Yep I forgot stippling and Alex Evans technique for two depth layers.<br />For my purposes both techniques are not generic enough.<br />ATI's approach sounds interesting so.Wolfgang Engelhttps://www.blogger.com/profile/11031097395025597662noreply@blogger.comtag:blogger.com,1999:blog-398682525365778708.post-83212469182145371502009-11-29T18:06:57.536-08:002009-11-29T18:06:57.536-08:00A simple method to take into account the closest t...A simple method to take into account the closest transparent layer to the virtual camera in a deferred renderer was also presented by Evans in "Graphics Engine Postmortem from LittleBigPlanet" (Siggraph 2009).<br /><br />http://www.bungie.net/images/Inside/publications/siggraph/MediaMolecule/final_alex_siggraph.pptsebhhttps://www.blogger.com/profile/14650504326449432531noreply@blogger.comtag:blogger.com,1999:blog-398682525365778708.post-76143176268368731022009-11-29T15:05:20.725-08:002009-11-29T15:05:20.725-08:00The latest ATI demo uses Direct Compute to sort bl...The latest ATI demo uses Direct Compute to sort blended layers: <a rel="nofollow">http://developer.amd.com/SAMPLES/DEMOS/pages/ATIRadeonHD5800SeriesRealTimeDemos.aspx</a>Matt Enrighthttps://www.blogger.com/profile/11046322398655702512noreply@blogger.comtag:blogger.com,1999:blog-398682525365778708.post-85225627498778815902009-11-29T11:51:17.944-08:002009-11-29T11:51:17.944-08:00You forgot to mention technique from inferred ligh...You forgot to mention technique from inferred lighting paper.Unknownhttps://www.blogger.com/profile/04754793968272229947noreply@blogger.com