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Order Independent Transparency Alessandro Rigazzi Data Analysis and Visualization Group July 1, 2008
INTRODUCTION ,[object Object]
The Problem ,[object Object]
Possible Solutions ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
With new graphic cards ,[object Object],[object Object],[object Object],[object Object],[object Object]
Where should I look? ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Why complicate life? ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
DUAL DEPTH PEELING ,[object Object]
From classic to dual ,[object Object],[object Object],[object Object],[object Object]
Dual Depth Peeling in a nutshell
Dual Depth Peeling Complete Graph
Step by step: initialization ,[object Object],[object Object],[object Object]
Step by step: peel passes (I), idea ,[object Object],[object Object],[object Object],[object Object],[object Object]
Step by step: peel pass (II), MAX_BLEND ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Step by step: peel pass (III), front texture resolved  ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Step by step: peel pass (IV), back texture resolved ,[object Object],[object Object],[object Object],[object Object]
Step by step: final switch (I), swapping ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Step by step: final switch (II), why the switch ,[object Object],[object Object],[object Object],[object Object],[object Object]
Variable number of passes ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
How many peel passes? ,[object Object],[object Object],[object Object],[object Object]
Dual Depth Peeling in a rendered nutshell Blended Front Texture Depth Texture (min depth) Current Back Texture Blended Back Texture ( not shown ) Memory Content
WEIGHTED AVERAGE ,[object Object]
Weighted algorithms (I) ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Weighted algorithms (II) ,[object Object],[object Object],[object Object],[object Object]
Weighted average complete graph
Step by step: initialize step ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Step by step: final pass ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
RESULTS ,[object Object]
Some words ,[object Object],[object Object],[object Object],[object Object]
Some images OpenGL Dual Depth Peeling Weighted Average
Some images: details (I) ,[object Object],[object Object]
Some images: detail (II) ,[object Object],[object Object]
Problem with weighted average ,[object Object],[object Object],Orange? Purple? Blue? Purple?
No problem with dual depth peeling ,[object Object],[object Object],Orange!  Purple?  Blue?  Purple!

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Order Independent Transparency