Author Topic: Transparency (or Translucency) Rendering  (Read 5146 times)

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JeGX

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Transparency (or Translucency) Rendering
« on: November 07, 2014, 01:25:54 PM »
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Like many other visual effects, games attempt to mimic transparent (or translucent as it’s often synonymously referred to in the games industry) objects as closely as possible. Real world transparent objects are often modelled in games using a simple set of equations and rules; simplifications are made, and laws of physics are bent, in an attempt to reduce the cost of simulating such a complex phenomenon. For the most part we can get plausible results when rendering semi-transparent objects by ignoring any refraction or light scattering in participating media. In this article we’re going to focus on a few key methods for transparency rendering, discuss the basics and propose some alternatives/optimizations which should be of use to anyone who hasn’t heard them before.

Full article: https://developer.nvidia.com/content/transparency-or-translucency-rendering


kuranes

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Re: Transparency (or Translucency) Rendering
« Reply #1 on: November 07, 2014, 03:50:36 PM »
Seems there is problems with Weighted Blended OIT on intel and amd ?

https://twitter.com/pjcozzi/status/511538475024134144

(another webgl demo here http://arose.github.io/demo/oit/examples/webgl_oit.html )