Single Pass Order Independent Transparency
3,352
0
Advertisement
Over the past couple of days I wanted to try out order independent transparency. AMD showed it off in their "Mecha Demo". And with a little help from here I was able to get it functioning in my own graphics framework.
In Cyril's blog he uses some bindless buffer extensions from NVidia. In my implementation I use Image Load Store. (Cyril also had an implementation for this). I also swapped out an Atomic Counter for one of Cyril's bindless buffers. Allowing me to be independent of NVidia extensions (despite how cool bindless buffers are).
While I was basically re-implementing what Cyril had in his blog I learned a lot and it was a lot of fun. I don't know how efficient it is, my 770 GTX sometimes stutters when I fill up the screen with too many layers. But I am running a debug build with lots of checks and outputs so it's hard to tell what the source of lag is.
I paired the transparency stuff with tiled forward shading so I can evaluate many lights in a scene with transparent geometry. I haven't done much bench marking or optimization work. However, I was happy it functioned and thought it was worth a share.


However glass just doesn't look quite right without some refraction. And the table's texture is horrendous that close to the camera.
In Cyril's blog he uses some bindless buffer extensions from NVidia. In my implementation I use Image Load Store. (Cyril also had an implementation for this). I also swapped out an Atomic Counter for one of Cyril's bindless buffers. Allowing me to be independent of NVidia extensions (despite how cool bindless buffers are).
While I was basically re-implementing what Cyril had in his blog I learned a lot and it was a lot of fun. I don't know how efficient it is, my 770 GTX sometimes stutters when I fill up the screen with too many layers. But I am running a debug build with lots of checks and outputs so it's hard to tell what the source of lag is.
I paired the transparency stuff with tiled forward shading so I can evaluate many lights in a scene with transparent geometry. I haven't done much bench marking or optimization work. However, I was happy it functioned and thought it was worth a share.


However glass just doesn't look quite right without some refraction. And the table's texture is horrendous that close to the camera.
Advertisement
Advertisement
Advertisement
Discussion