Hi folks,

for everyone that is interested:

http://developer.download.nvidia.com/SDK/10/opengl/samples.html

here you can find the Dual Depth Peeling example (which also has the weighted average/sum implementations)

cheers
Sebastian

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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