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Are there strategies for rendering semi-transparent surfaces in any order, or must they be sorted back to front?


What if there is no easy ordering of non-opaque objects? For example when A's corner overlaps B, B's overlaps C, and C's overlaps A.


How do modern graphics pipelines handle the intersecting and overlapping transparent triangles?


What is an easy way to sort triangles by depth order? What if they intersect? Doesn't sorting require a lot of overhead?


The ordering requirement makes it much hard to render circles in parallel. I just come across an assignment in another class, which is to write a parallel render algorithm to render a lot of circles.


How do you composite a transparent triangle over an opaque one? Is the composited value not completely opaque?


Is the sorting based on depth done specifically at each point or are there some geometric tricks that we can use to simply the calculations / sorting?


Do we need to split up intersecting triangles in step 2?


Is there a "under" rather than "over" function?


How could you do something like the transparent triangles in parallel, when you are needing to do them in a specific order?


What if there are two things on the same layer? Are we going to combine these two image for the calculation?


If a new triangle is added to a stack of existing opaque/transparent triangles (e.g. somewhere in the middle of the depth pile), would the entire thing have to be re-rendered? or would only the space covered by the added triangle need to be recalculated in some other way that isn't necessarily back to front?


Do modern graphic pipelines do this differentiation between opaque and translucent objects?

How do we handle interleaving objects?


How would we keep in track of hierarchy of the triangles work in a code?


For part 2, does that mean we first have to sort them in parallel and then render them? How is this necessarily better than sorting first and then rendering via alpha composite, exactly, if we still need to have them sorted?


Can you only handle layers in a sequential format or is there a way to use multiple processors and speed up this process?