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Order-independent transparency (OIT) is a class of techniques in rasterisational computer graphics for rendering transparency in a 3D scene, which do not require rendering geometry in sorted order for alpha compositing.
In computer graphics, alpha compositing or alpha blending is the process of combining one image with a background to create the appearance of partial or full transparency. [1] It is often useful to render picture elements (pixels) in separate passes or layers and then combine the resulting 2D images into a single, final image called the composite.
Adobe Master transparency and blends pdf file; GIMP and Photoshop Blending Modes visually explained and compared, parts one, two, three, and four; JAVA demo on the image blending operator, an interactive JAVA-based image blending demo; All the math behind photoshop compositing (including math for using alpha in complex compositions like softlight)
The word "rendering" (in one of its senses) originally meant the task performed by an artist when depicting a real or imaginary thing (the finished artwork is also called a "rendering"). Today, to "render" commonly means to generate an image or video from a precise description (often created by an artist) using a computer program. [1] [2] [3] [4]
Deep image compositing is a way of compositing and rendering digital images that emerged in the mid-2010s. In addition to the usual color and opacity channels a notion of spatial depth is created. This allows multiple samples in the depth of the image to make up the final resulting color.
Art or Illusion uses multi threading for rendering images and it provides several options for lighting. [13] The core software package comes with two built in renderers: The Ray Tracer renderer provides anti-aliasing , soft shadows, depth of field, transparent background, photon mapping caustics and subsurface scattering .
The obvious cost is the need to render the scene geometry twice instead of once. An additional cost is that the deferred pass in deferred lighting must output diffuse and specular irradiance separately, whereas the deferred pass in deferred shading need only output a single combined radiance value.
Initial implementations of full-scene anti-aliasing worked conceptually by simply rendering a scene at a higher resolution, and then downsampling to a lower-resolution output. Most modern GPUs are capable of this form of anti-aliasing, but it greatly taxes resources such as texture, bandwidth, and fillrate .