https://developer.nvidia.com/content/interactive-order-independent-transparency Correctly rendering non-refractive transparent surfaces with core OpenGL functionality [9] has the vexing requirements of depth-sorted traversal and nonintersecting polyg…
什么是顺序无关渲染 在3D渲染中,物体的渲染是按一定的顺序渲染的,这也就可能导致半透明的物体先于不透明的物体渲染,结果就是可能出现半透明物体后的物体由于深度遮挡而没有渲染出来.对于这种情况通常会先渲染所有的不透明物体再渲染半透明物体或者按深度进行排序来解决.但这样仍然无法解决半透明物体之间的透明效果渲染错误问题,特别是物体之间存在交叉无法通过简单的排序来解决.于是就有一些用专门来解决半透明物体渲染算法,OIT算法即Order Independent Transparency(顺序无关的半透明渲染…
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104: class Solution { public: int maxDepth(TreeNode* root) { if(root == NULL) ; int left = maxDepth(root->left); int right = maxDepth(root->right); ; } }; 111: class Solution { public: int minDepth(TreeNode* root) { if(root == NULL) ; int left = min…
http://en.wikipedia.org/wiki/Order-independent_transparency Order-independent transparency From Wikipedia, the free encyclopedia     The importance of blending order. The top produces an incorrect result with unordered alpha blending, while the botto…
转载请注明出处为KlayGE游戏引擎,本文的永久链接为http://www.klayge.org/?p=2233 http://dogasshole.iteye.com/blog/1429665 http://www.gdcvault.com/ 2009年AMD在发布HD 5800的时候也发布了一个Order Independent Transparency(OIT)的demo,但只有介绍,没有多少可以参考的东西.GDC 2010上的OIT and GI using DX11 linked li…
https://software.intel.com/en-us/blogs/2013/07/18/order-independent-transparency-approximation-with-pixel-synchronization Order-Independent Transparency Approximation with Pixel Synchronization Submitted by Leigh Davies (Intel) on Thu, 07/18/2013 - 1…
使用Depth Textures: 可以将depth信息渲染到一张texture,有些效果的制作会需要scene depth信息,此时depth texture就可以派上用场了. Depth Texture在不同平台上有不同的实现,并且原生的支持也不一样. UnityCG.cginc里面定义了一些使用depth texture的帮助宏定义: UNITY_TRANSFER_DEPTH(o) 计算eye space的深度值,并写入变量o(float2).当需要渲染到一张深度贴图时,在vertex s…

OIT

https://matthewwellings.com/blog/depth-peeling-order-independent-transparency-in-vulkan/ depth peeling github https://github.com/openforeveryone/VulkanDepthPeel http://jcgt.org/published/0002/02/09/ abuffer…
Up until now there is only one type of output buffer you've made use of, the color buffer. This chapter will discuss two additional types, the depth buffer and the stencil buffer. For each of these a problem will be presented and subsequently solved…