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3D Graphics Rendering Cookbook

You're reading from  3D Graphics Rendering Cookbook

Product type Book
Published in Aug 2021
Publisher Packt
ISBN-13 9781838986193
Pages 670 pages
Edition 1st Edition
Languages
Authors (2):
Sergey Kosarevsky Sergey Kosarevsky
Profile icon Sergey Kosarevsky
Viktor Latypov Viktor Latypov
Profile icon Viktor Latypov
View More author details
Toc

Table of Contents (12) Chapters close

Preface 1. Chapter 1: Establishing a Build Environment 2. Chapter 2: Using Essential Libraries 3. Chapter 3: Getting Started with OpenGL and Vulkan 4. Chapter 4: Adding User Interaction and Productivity Tools 5. Chapter 5: Working with Geometry Data 6. Chapter 6: Physically Based Rendering Using the glTF2 Shading Model 7. Chapter 7: Graphics Rendering Pipeline 8. Chapter 8: Image-Based Techniques 9. Chapter 9: Working with Scene Graphs 10. Chapter 10: Advanced Rendering Techniques and Optimizations 11. Other Books You May Enjoy

Implementing order-independent transparency

So far, we've rendered transparent objects using a very simple punch-through transparency method, as described in the Implementing a material system recipe of Chapter 7, Graphics Rendering Pipeline. This approach was very limited in terms of quality, but it allowed us to render transparent objects together with opaque objects, which greatly simplified the entire rendering pipeline. Let's push this thing a bit further and implement another approach that allows correctly blended transparent objects.

Alpha blending multiple surfaces is an operation that requires all transparent surfaces to be sorted back to front. There are multiple ways to do this, such as sorting scene objects back to front, using multiple pass depth peeling techniques (https://matthewwellings.com/blog/depth-peeling-order-independent-transparency-in-vulkan), making order-independent approximations (http://casual-effects.blogspot.com/2014/03/weighted-blended-order...

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