Hi Sebastian,

I am very interested in the weighted average algoritm (studied it yesterday).
In the case you would find the example, please, give me a link.
I just have the link to the paper (it is in the second part of the paper):
http://developer.download.nvidia.com/SDK/10.5/opengl/src/dual_depth_peeling/doc/DualDepthPeeling.pdf

John

On Monday 25 of February 2013 19:37:05 Sebastian Messerschmidt wrote:

Hi Christian, 

Thank you for the submission, 
I have a question however: 
Did you by any chance to look into the weighted average oit (there was a 
NVidia example, but I simply cannot find it anymore)?



Here is a strongly overhauled version of the original osgoit ("order 
independent transparency") by Mathias Fröhlich. I called this version 
myosgoit. It looks very nice, just build and run it!


This version adds:

- an encapsulation of the entire Depth Peeling procedure into a class (not 
currently a scene graph node) for easier integration in other projects.


- compositing with opaque (solid) geometry is possible and the opaque model is 
only rendered once. This needs to performs some depth buffer blitting between 
FBOs. 


- mix and match with GLSL shaders in the transparent objects is possible, as 
demonstrated with a 3D heat map intersecting an opaque truck model.



Some Drawbacks:


- the display framebuffer does not receive any depth information from the 
compositing camera. This could be fixed by compositing with a GLSL shader and 
writing to FragDepth.



Comments, suggestions, improvements welcome.


Permission to include in osg examples is given. Just pick a more appropriate 
name.

Christian




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