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Commonly, 3D geometry with transparency is rendered by blending (using alpha compositing) all surfaces into a single buffer (think of this as a canvas).Each surface occludes existing color and adds some of its own color depending on its alpha value, a ratio of light transmittance.
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 .
Alpha to coverage [1] [2] [3] is a multisampling computer graphics technique, that replaces alpha blending with a coverage mask. This achieves order-independent transparency for when anti-aliasing or semi-transparent textures are used. This particular technique is useful for situations where dense foliage or grass must be rendered in a video ...
Performing alpha blending is an expensive operation if performed on an entire image or 3D scene. If this operation has to be done in real time video games, there is an easy trick to boost performance. c out = α f in + (1 − α) b in c out = α f in + b in − α b in c out = b in + α (f in − b in)
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A variation of a bitmap image or alpha blending calculation in which the RGB color values are assumed to be already multiplied by an alpha channel, to reduce computations during alpha blending; uses the blend operation: dst *= (1 - alpha) + src; capable of mixing alpha blending with additive blending effects
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