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potato

The fact that triangles have to be rendered in back to front seems like a big issue that would reduce the speed you could render them. In 15418, I'm trying to write an algorithm to do this with the assumption that I already have the shapes to rasterize in sorted depth order. I wonder what ways there are to get around the need to render the triangles in order.

keenan

There are a number of techniques for order independent transparency; a pretty popular technique is depth peeling, and subsequent variants.

keenan

Apparently the Sega Dreamcast had a pretty unique tile-based architecture where sorting of triangles within a tile was done in hardware (!), making it much easier to draw semi-transparent objects. Incidentally this was also the last video game console I owned, and was made in the last millennium. Boy do I feel old.

Sonic Adventure order-independent transparency

CMUScottie

I think I did not get it. So the resulted image looks different when we render transparent objects in different order? Then, what is the advantage of pre-multiplied alpha color?

Isaaz

I think the rendering order of transparent objects has nothing to do with pre-multiplied alpha. It is not the alpha blending algorithm that causes different rendering order presenting different result.