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Precomputing Transparency Order in 3D

https://jacobdoescode.com/2025/05/18/precomputing-transparency-order-in-3d
14•jacobp100•1y ago

Comments

bschwindHN•1y ago
> Today, getting the correct order for translucent faces typically involves sorting the faces by their distance to the camera on the CPU, then sending the sorted faces to the GPU. This means every time the camera moves, you need to re-sort the translucent faces.

Don't most games and rendering engines these days use order-independent transparency if they care about these problems?

https://osor.io/OIT

How does the method in the OP article work if you're rendering meshes instead of planar objects? Sure, a mesh is just composed of planar triangles, but that's a _lot_ of triangles to sort, and with an O(n^2) algorithm, it's going to be painful.

user____name•1y ago
A big problem with OIT techniques is that it presumes all see-trough surfaces use alpha blending. In reality other blending modes can be used, most notably additive blending. Additive blending is very useful because it ensures the surface will always be brighter than the background, which is important for things like fire, which look strange when the background is actually brighter than the blended surface, this is quite common.

Another issue is that OIT techniques usually have a breaking point where drawing too many layers will start showing artefacts.

So in order for OIT to work correctly you have to enforce all surfaces to be either opaque or use alpha blending and also avoid drawing too many layers. This is more limiting than sorting based approaches for the average usecase, even if it does end up fixing cases that aren't easily fixed via sorting. Besides that, people working in games and realtime rendering have simply gotten accustomed to designing around alpha blending issues.

bschwindHN•1y ago
What's the granularity of sorting, for most modern games? I'm guessing just sorting by an object or mesh center, instead of sorting each triangle, but are there are methods I'm unaware of?

Longest Straight Line Paths on Water or Land on the Earth (2018)

https://arxiv.org/abs/1804.07389
96•joebig•4h ago•20 comments

Arbitrary code execution in QubesOS via copy-to-VM error reporting backchannel

https://www.qubes-os.org/news/2026/08/29/qsb-118/
68•vntok•3h ago•28 comments

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133•defrost•2h ago•86 comments

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28•uneven9434•2h ago•20 comments

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31•hskimse•2h ago•6 comments

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https://blog.python.org/2026/08/riscv-now-officially-supported/
203•lumpa•5d ago•40 comments

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328•shenli3514•16h ago•197 comments

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34•arjxn-py•5d ago•4 comments

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22•klelatti•4h ago•2 comments

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https://github.com/AniketWathore/bolnee-chat
13•AniketWathore•2h ago•0 comments

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368•shscs911•9h ago•165 comments

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https://freecore.org/
123•sashk•10h ago•69 comments

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https://invention.si.edu/invention-stories/einstein-szilard-refrigerator
49•EndXA•3d ago•13 comments

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478•zackb•6d ago•188 comments

Bug Blindness

https://danluu.com/bug-blind/
292•davidmckenna•12h ago•182 comments

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https://science.nasa.gov/mission/roman-space-telescope/
220•JumpCrisscross•20h ago•80 comments

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23•tosh•4d ago•10 comments

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57•sys42590•2d ago•5 comments

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24•martyvis•2h ago•6 comments

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55•Bluestein•4d ago•12 comments

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78•cisc•11h ago•37 comments

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https://dgl.cx/2020/06/sqlite-json-support
220•lioeters•5d ago•54 comments

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https://www.eveonline.com/news/view/the-move-to-python-3-begins
373•TylerJaacks•4d ago•202 comments

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326•DeepLogin•13h ago•193 comments

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https://en.wikipedia.org/wiki/Glacier_mice
312•ostacke•5d ago•61 comments

Functional State Machines in Rust: Typestate and Newtype Patterns

https://dl.acm.org/doi/10.1145/3830438.3830958
97•matt_d•17h ago•36 comments

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https://chipsandcheese.com/p/hot-chips-2026-samsungs-processing
268•ingve•1d ago•104 comments

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46•gregsadetsky•11h ago•17 comments

Pop-2000, a lingua-franca POP-2 dialect

https://hitogata.neocities.org/POP-2000
19•surprisetalk•4d ago•1 comments

Calibrate Before You Accelerate: Bias Toward Action in a New Role

https://tucker.wales/writing/bias-towards-action/
165•tuckerwales•18h ago•66 comments