advances in real-time renderingadvances.realtimerendering.com/s2010/yang, mckee - oit and...

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Page 1: Advances in Real-Time Renderingadvances.realtimerendering.com/s2010/Yang, McKee - OIT and Indirect... · Real-Time Order Independent Transparency and Indirect Illumination ... Dragon

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Page 2: Advances in Real-Time Renderingadvances.realtimerendering.com/s2010/Yang, McKee - OIT and Indirect... · Real-Time Order Independent Transparency and Indirect Illumination ... Dragon

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Page 3: Advances in Real-Time Renderingadvances.realtimerendering.com/s2010/Yang, McKee - OIT and Indirect... · Real-Time Order Independent Transparency and Indirect Illumination ... Dragon

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Page 4: Advances in Real-Time Renderingadvances.realtimerendering.com/s2010/Yang, McKee - OIT and Indirect... · Real-Time Order Independent Transparency and Indirect Illumination ... Dragon

Building data structures from the graphics pipeline

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Page 6: Advances in Real-Time Renderingadvances.realtimerendering.com/s2010/Yang, McKee - OIT and Indirect... · Real-Time Order Independent Transparency and Indirect Illumination ... Dragon

Creating reverse linked list

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Insertion sort

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Page 26: Advances in Real-Time Renderingadvances.realtimerendering.com/s2010/Yang, McKee - OIT and Indirect... · Real-Time Order Independent Transparency and Indirect Illumination ... Dragon

Sub-pixel intersections

Pros:

Slightly faster than per-sample execution

Can be done with a Compute Shader

Cons:

Destination Render Target is single sample

Depthstencil testing is not available for

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early rejection

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Worst case 370K fragments filling 40% of the frame

2ms to store the fragments

3.3ms 0->64 fps

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112 -> 60 fps -> 32fps

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