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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