Though with many limitations, painter's algorithm is still commonly used to render transparent objects because it is kinda hard to record depth of transparent objects.
There are order independent transparency rendering techniques too, though normally very expensive compared to the good old painter's algorithm (depth peeling, per pixel linked list transparency, weighted transparency and etc).
adityaramkumar
I'm wondering if there's a hybrid approach that would help avoid the unresovable depth order problem. For example, we can sort the depth in the top left quadrant, then top right quadrant, and so on. A further optimization would be to only try this if there is an unresolvable depth order topically.
Though with many limitations, painter's algorithm is still commonly used to render transparent objects because it is kinda hard to record depth of transparent objects.
There are order independent transparency rendering techniques too, though normally very expensive compared to the good old painter's algorithm (depth peeling, per pixel linked list transparency, weighted transparency and etc).
I'm wondering if there's a hybrid approach that would help avoid the unresovable depth order problem. For example, we can sort the depth in the top left quadrant, then top right quadrant, and so on. A further optimization would be to only try this if there is an unresolvable depth order topically.