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Questions tagged [transparency]

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0
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1answer
61 views

How to draw depth-based volume in real-time

Normally when we talk about realistic transparent volumes, we care about refraction (and total internal reflection), and we care about scattering. But there's a much simpler case of volume ...
5
votes
1answer
124 views

Blur with alpha transparency

I'm writing a simple box blur for a graphics library. The formula makes the average of a range of pixels by adding the ARGB amounts and then dividing by the blur range For example, with a blur range ...
4
votes
1answer
110 views

Benefits of Clustered Shading vs Tiled Shading?

The Unity Engine manual page Best Practice: Setting up the Lighting Pipeline has a section "Render pipelines" with an illustration of Tile Rendering and Cluster Rendering: The section then mentions:...
1
vote
1answer
138 views

How does the Painter's Algorithm handle transparency?

I was wondering if anyone could explain how the Painter's algorithm would handle transparent objects? Can the Painter's algorithm handle transparency?
1
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0answers
28 views

Can order-independent transparency sort fragments for a subset of all transparent objects?

I've read Wikipedia's article on the topic, and a tutorial on how it affects MikuMikuDance. I tried to read a patent on "packing the 3D array with a prefix sum scan, or linearizing", but I have no ...
1
vote
2answers
119 views

Why is this not a proper solution to handling transparency in deferred rendering?

From the sources that I have read about deferred rendering they all mention "handling transparency is hard" without much more information. However a solution that I see is, handle the scene once ...
1
vote
1answer
451 views

Is it possible to override or disable blending per pixel

I'm rendering transparent objects in separate framebuffer then compositing it with opaque one to get final image. The transparent pass has additive blending: ...
2
votes
1answer
215 views

using default depth buffer in off-screen framebuffer

I'm trying to implement Weighted, Blended Order-Independent Transparency There are three passes: 3D opaque surfaces to a primary framebuffer 3D transparency accumulation to an off-screen framebuffer ...
4
votes
1answer
151 views

Avoid having an opaque and transparent variant of each pixel shader

Transparency can be achieved (or actually approximated) by using alpha-to-coverage (in case of MSAA) or basic alpha/transparency blending using the following approach: Bind a rasterizer state with a ...
2
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0answers
111 views

Cloud rendering and transparency order

I am working on a graphics engine designed to be used in flight simulators. It therefore has to feature an advanced weather rendering system with clouds you can fly through. For this, I implemented a ...
5
votes
2answers
244 views

Are there tricks for getting proper sort ordering on particle systems?

If you have a bunch of particles to render, using different shaders and/or render states, that have some level of transparency, the naive solution of sorting all particles by depth can be extremely ...
7
votes
3answers
934 views

Does premultiplied alpha give order independent transparency?

I've heard that pre-multiplied alpha gives you order independent transparency but when I sit down and do the math, it doesn't seem to be working. Is that untrue, or am I doing something incorrectly? ...
4
votes
1answer
2k views

Alpha blending between two overlapping semi-transparent shapes

I am working on a 2D lighting system for my game. My approach has been to: Create a transparency quad representing 'darkness'. Create a stencil shader for light sources to clip from the darkness quad....
5
votes
1answer
133 views

Equivalent of Fresnel law for determining transmitted/diffuse split

I understand that Fresnel tells us what percentage of light reflects vs refracts, but what law tells me the percentage of refracted light that is transmitted versus the percentage of refracted light ...
3
votes
1answer
253 views

Volumetric raycasting with transparent rasterized geometry

I have an idea of how to render opaque rasterized geometry alongside raycast volumes: Render rasterized geometry to a depth map and also a render target When raycasting, check position against the ...
6
votes
2answers
979 views

Additive blending with weighted-blended order independent transparency

I am trying to retrofit weighted blended OIT to my rendering pipeline and while it works well, producing convincing results, for normal alpha blending (based on the OVER) operator, I am struggling to ...
1
vote
2answers
433 views

Only show opaque objects behind transparent objects

I would like to make certain objects in my scene transparent, but only the parts visible to the camera when opaque. Currently, when I make objects transparent, I can see other transparent objects ...
4
votes
1answer
150 views

How to store > 256 transparency values in textures?

I am making an engine with 2D volumetric transparent objects and need advice how to store transparency data. There are 3 requirements: - The transparency textures need to be easily editable with ...
4
votes
1answer
64 views

In what order to apply lighting and translucency?

I'm making a game that is supposed to like like a early 90s 3D game, so i'm rendering in software on an 8-bit indexed bitmap, using lookup tables for translucency and lighting. Now I have to draw a ...
6
votes
1answer
121 views

Please help me understand what happens as an image is faded to black in order to time-step particle fading

I have a game that has simple particles (basically dots) moving around the screen leaving a trail. My ultimate goal is to be able to change the opacity of the solid black fading texture each drawing ...
17
votes
1answer
327 views

Why integrate over a hemisphere (and not a sphere) to solve the rendering equation?

In most text books that I have seen, this is how the rendering equation is written: $$L_0( \omega_0)= L_e(\omega_0)+\int_{\Omega}{f(\omega_i, \omega_0)L_i(\omega_i)\,\mathrm{d}\omega_i}$$ Where $\...
11
votes
1answer
523 views

Is this the correct way to implement Beer's Law?

When I implement Beer's law (color absorption over distance through an object), it never looks very good for some reason. When i have the color behind the object, I calculate the adjusted color like ...
11
votes
3answers
395 views

How can I make my ice cubes look real?

I can model ice cubes as slightly misshapen transparent cubes with the refractive index of water, but they don't look convincing. They look like lumps of glass rather than ice. Looking at real ice ...
13
votes
3answers
3k views

What are some methods to render transparency in OpenGL

Alpha blending can be turned on to make surfaces transparent, like so: ...