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Siddhant “ Sid ” Thakur
Software Development
Lessons In Translucency
Translucency often goes unnoticed in games , yet it embodies complex challenges in real-time rendering . The traditional method involves ordering draw calls to manage translucency , but this approach struggles with intersecting objects and fails to prevent artifacts . This thesis presents different approaches to tackling translucency in games using Order Independent Translucency ( OIT ). OIT was implemented using algorithms like Depth Peeling , Weighted Blended OIT , OIT using Per-Pixel Linked List , and Multi- Layered Alpha Blending .
The thesis initially aimed to develop an interactive foliage system but shifted focus to tackle the complexities of translucency . The exploration into translucency rendering through various OIT algorithms substantially broadened my understanding of real-time rendering .
The research gave me key insights into the order dependent nature of alpha blending and necessity for order-independent methods in rendering complex scenes . Key learning outcomes included the integration of compute shaders for compositing colors and depth targets , the nature of GPUs parallel processing when writing to render or depth targets and using rasterizer order views to prevent memory conflicts without using any atomic functions and lastly thought me how to maximize GPUs parallel nature by optimizing code for occupancy and memory .
76 SOFTWARE DEVELOPMENT