:-)

Honestly, I've been searching yesterday and didn't find it, due to some outdated links and and a misleading search term.
But now, we are all happy ;-)

argh, I was just about to post this link ;)

http://lmgtfy.com/?q=nvidia+dual+depth+peeling+sample



2013/2/26 Sebastian Messerschmidt <[email protected] <mailto:[email protected]>>

    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



    _______________________________________________
    osg-submissions mailing list
    [email protected]  
<mailto:[email protected]>
http://lists.openscenegraph.org/listinfo.cgi/osg-submissions-openscenegraph.org




    _______________________________________________
    osg-submissions mailing list
    [email protected]  
<mailto:[email protected]>
    
http://lists.openscenegraph.org/listinfo.cgi/osg-submissions-openscenegraph.org


    _______________________________________________
    osg-submissions mailing list
    [email protected]
    <mailto:[email protected]>
    
http://lists.openscenegraph.org/listinfo.cgi/osg-submissions-openscenegraph.org




_______________________________________________
osg-submissions mailing list
[email protected]
http://lists.openscenegraph.org/listinfo.cgi/osg-submissions-openscenegraph.org

_______________________________________________
osg-submissions mailing list
[email protected]
http://lists.openscenegraph.org/listinfo.cgi/osg-submissions-openscenegraph.org

Reply via email to