This is the current solution we implemented in our group. I was looking
for a more accurate solution that will also work for the whole scene,
but the problem Michael Platins indicated holds. The accurate solution
would to give each object's pixel, alpha that corresponds to its
coverage, but the destination alpha shouldn't be 1-SRC_ALPHA but 1-(area
percentage of destination object covered by source object). To calculate
these areas intersection seems complex solution...

 

Guy.

 

________________________________

From: [email protected]
[mailto:[email protected]] On Behalf Of Chuck
Seberino
Sent: Tuesday, March 09, 2010 8:52 PM
To: [email protected]
Subject: Re: [osg-users] automatic pixel transparency adjustment

 

Guy,

 

One option that I have used in the past is to use super-sampling.  You
would render your scene at a higher resolution, and then perform any
variation of averaging or weighting you want as you scale it down to the
final size.  This will help to make sure sub-pixel objects contribute to
the final rendered image.  One of my previous implementations just
rendered a specific node geometry by itself at a high resolution and
then scaled/blended it in with the rest of the scene.

 

HTH

Chuck

 

On 9 March 2010 14:32, Guy <[email protected]> wrote:




Hi, thanks, I've just read that SMOOTH isn't supported since several
years ago.
 
It is important since this is physically correct that even objects which
are very small, does contribute to the pixel color.
 
Is it possible to calculate the pixel coverage or get it in a shader?
That would be a good solution.
Does anyone know how Multi-sampling is implemented algorithmically?
 
Thanks,
 Guy.

 

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