Wednesday, November 4, 2009

Alpha Blending as a Post-Process

My name is Benjamin Hathaway, a senior graphics programmer at Black Rock Studio. In the article presented I will explain a novel approach to the rendering of foliage (and other alpha-test renderings) which was developed for our 2008 title Pure.


The technique (Screen-Space Alpha Masking) is a cross-platform solution that enables the rendering of thousands (or millions) of apparently alpha-blended foliage polygons without the need for any prior depth sorting, using no more than two draw-calls and a full-screen post-process.

10 comments:

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  3. what about further information about this topic? paper, link, demo?

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  4. sounds really interesting... any further links or information on this?

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  5. I don't think the methods exposed here can be detailed in a blog post... For me, this blog is just a fast presentation of what the book will feature.

    You should be patient and buy this awesome GPUpro book once it is out! :) That's what I will do.

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  6. I'm not sure but I guess this technique was announced at siggraph 2009, and slides is available on bungie's publication page. (Bungie.net : Siggraph 2009)

    http://www.bungie.net/images/Inside/publications/siggraph/BlackRockStudio/Siggraph2009_BlackRock.pptx

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  7. Is just a trick. "without the need for any prior depth sorting" i'm sure this words show that.

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  8. I read the presentation and I wonder how do they handle other transparent geometries rendering such as particle systems along with this technique.

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  9. Alpha particles and other such renderings 'just work' - as the technique writes Z for the alpha foliage surfaces (using Alpha-Testing), during the colour-pass. :) (Buy the book & all is revealed!)

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