Re: [Algorithms] Maximizing overdraw == Optimizing hair rendering?
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From: Madoc E. <tm...@ti...> - 2008-01-30 12:51:03
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This is something on my to do list, but in my case performance is not a big issue. I've tried alpha to coverage but I didn't get acceptable results with less than ~15 levels of transparency and even that wasn't great. I've been hoping to accomplish what John suggests but haven't made the attempt yet. If that doesn't work out I will probably use depth peeling which I hope will give good results with few layers. This is probably too demanding for your application but if you're interested there is an nvidia demo with source. ----Original Message---- From: BO...@vv... Date: 29-Jan-2008 08:26 PM To: "Game Development Algorithms"<gda...@li...> Subj: [Algorithms] Maximizing overdraw == Optimizing hair rendering? Hi, I'm currently looking into some simple solution to the ordering problem for complex transparent meshes, particularly hair. I've seen the older work, but our ultimate use case is less demanding (and I don't think we can justify multiple passes at run-time). Obviously, in the simplest case, it makes sense to render something like hair "inside-out". It seems (to me) like that is the exact opposite criteria used when trying to minimize overdraw. Thus, it follows that using any algorithm to minimize overdraw, but inverting the cost function, should produce a "mostly correct" ordering for hair? In particular, I'd like to use the tipsy algorithm from "Fast Triangle Reordering for Vertex Locality and Reduced Overdraw" [Sander, Nehab, Barczak], to instead increase overdraw. I've tried lots of searches to unify transparency sorting (eg hair) and overdraw, but there don't seem to be many papers that make the connection. Is there some flaw in my logic, or is it just so obvious that everyone takes it for granted? -Brian Osman - Vicarious Visions |