• Skip to primary navigation
  • Skip to content
  • Skip to footer
ohyecloudy's pnotes 적으면서 이해하는 프로그래밍 노트
  • Posts
  • Categories
  • Tags
  • Book digest
  • Guestbook
  • Random
    Jongbin Oh

    Jongbin Oh

    I write something to think

    • South Korea
    • Twitter
    • Facebook
    • GitHub
    • Instagram
    • Email

    #slides shaderx6 3.7 Robust Order-Independent Transparency via Reverse Depth Peeling in DirectX 10

    less than 1 minute read

    OIT(Order-Independent Transparency, 반투명 폴리곤을 소팅없이 그리기) 방법 중 하나인 Depth Peeling을 살펴보고 단점인 메모리 사용량을 극복한 Reverse Depth Peeling을 소개하는 챕터.

    Tags: shaderx, slides

    Categories: uncategorized

    Updated: 2010-06-23

    Twitter Facebook LinkedIn
    Previous Random Next

    You May Also Enjoy

    #slides #shaderx4 4.2 Eliminating Surface Acne with Gradient Shadow Mapping

    less than 1 minute read

    #slides #shaderx5 3.2 Selective Supersampling

    less than 1 minute read

    #slides #shaderx5 4.4 Edge Masking and Per-Texel Depth Extent Propagation For Computation Culling During Shadow Mapping

    less than 1 minute read

    #slides #shaderx5 4.6 Real-Time Soft Shadows with Shadow Accumulation

    less than 1 minute read

    • Feed
    © 2025 ohyecloudy's pnotes. Powered by Jekyll & Minimal Mistakes.