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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