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BcnGraphics

Undesired shadows in transparent rendering

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I'm building an application that shows 3d volumes in transparency. To create the volume, I'm using the marching cubes algorithm, which works well as long as the final volume is rendered with no transparency. As soon as I set the transparency on, some unexpected shadows appear in the volume, though these shadows only appear depending on the volume orientation. Because an image is better than a thousand words, you can see what I mean here: http://picasaweb.google.co.uk/BcnGraphics/DirectXQuestion I already checked the marching cubes routine to make sure that there are no 'hidden' triangles in the volume. Any help would be appreciated.

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If you're using standard translucency blending (src_alpha, 1-src_alpha) then you need to render your polygons/objects from the back to the front. Obviously if your rendering is pretty much a single mesh, then you may need to investigate a method such as depth-peeling or some such technique.

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The term 'depth peeling' is new for me.
I'll look in the internet to learn about it.
Or perhaps you could lead me to some shader implementing this technique?

Thanks a lot anyway, Rompa.

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