My first post, the blog is alive! I’m doing a master thesis about rendering transparent objects in real time applications. It’s easy to think this should be a solved problem by now since there has been transparent objects in games for many years but it’s still an open problem to find a solution that handles transparency generally.
In rasterization, opaque (none-transparent) objects are render to the screen in any order but only the objects closest to the screen are saved. With transparent object, not only can many layers contribute to the final color but also the transparent objects need to be rendered in the correct order. With an simple approach this both adds required computational power to sort the layers, and added memory usage to store the layers, both of these are not available in large amounts when doing real time graphics.
My goal is to find a solution that with the given constraints (CPU power and memory) get as good visual quality as possible.