This is more a manual than an article. It is a pre HLSL vertex shader compiler in some ways better that HLSL.
Full source code is available.
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In this paper I present a novel algorithm for real-time order-independent rendering
of arbitrary transparent objects. I describe a general transparency algorithm with a detail
hardware based implementation and outline pipelines for most common rendering methods.
Additionally I motivate the design with future work notes.
Keywords: alpha blending, alpha sorting, transparency, order-independent, real-time, hardware based.
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