[Bf-committers] Re: Re: [Bf-blender-cvs] CVS commit: blender/source/blender/blenkernel BKE_material.h blender/source/blender/blenkernel/intern material.c blender/source/blender/blenloader/intern readfile.c blender/source/blender/makesdna DNA_material_types.h blender/source/blender/render/extern/include RE_pipeline.h blender/source/blender/render/intern/include sss.h ...

GSR gsr.b3d at infernal-iceberg.com
Sat May 5 02:02:34 CEST 2007


Hi,
brechtvanlommel at pandora.be (2007-05-04 at 1104.43 +0200):
> I don't know how the depth peeling method works, can't find a pdf of 
> the article.

In an interesting quick approximation to radiosity named "Real-time
Obscurances with Color Bleeding" you can get a (quick?) description
http://ima.udg.es/~amendez/TIN2004/docs/realtimeobs_shaderx4.pdf

But more important, it mentions other systems can use peeling like
"Global Ray-bundle Tracing with Hardware Acceleration"
http://www.fsz.bme.hu/~szirmay/rayb2.pdf or "Interactive Order
Independent Transparency" which has another description
http://developer.nvidia.com/attach/6545 and the Graphics Gem 2
"High-Quality Global Illumination Rendering Using Rasterization" which
seems to be "book only".

GSR
 


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