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#ActualTasaq
Posted 03 February 2013 - 04:27 AM
Partial transparency is very difficult task when it comes to real time rendering.
Some linkts for you:
http://www.eng.utah.edu/~cs5610/lectures/OrderIndependentTransparency.pdf
http://developer.download.nvidia.com/SDK/10/opengl/src/dual_depth_peeling/doc/DualDepthPeeling.pdf
http://mynameismjp.wordpress.com/2010/01/10/inferred-rendering/
#1Tasaq
Posted 03 February 2013 - 04:26 AM
As for Inferred I believe You would have to rewrite your code if you use forward rendering (since inferred is differed redering pipeline). OIT stands for order independent transparency. You could use depth peeling for instance. If you want to use perfect transparency just use clip(x) in pixel shader.
Partial transparency is very difficult task when it comes to real time rendering.
Some linkts for you:
http://www.eng.utah.edu/~cs5610/lectures/OrderIndependentTransparency.pdf
http://developer.download.nvidia.com/SDK/10/opengl/src/dual_depth_peeling/doc/DualDepthPeeling.pdf
http://mynameismjp.wordpress.com/2010/01/10/inferred-rendering/