New Tool for Order-independent transparency, MSAA+SSAA
Chart supports GPU-based per pixel order-independent transparency and Multi sampling and Super sampling antialiasing techniques.
Chart Feature for Order-independent transparency, MSAA+SSAA
Translucent object rendering cannot be handled that easily. The problem is that colors provided as output of rendering process must be merged fr om farthest to closest using special blending algorithm (linear interpolation operation by default) to achieve an expected result.
But we cannot use depth buffer here, because it would discard a lot of translucent fragments. So the most logical, popular and at the same time quick solution to this problem is called “Order-dependent transparency”.
The idea is to sort all the visible translucent objects by its depth value (typically, it is a transformed center of the object bounding box) before rendering them. It sounds great, but works only in cases wh ere one and the same object has no multiple points that theoretically might be projected to the same point of the screen, or translucent objects that have no intersections.
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