Lecture 6: The Rasterization Pipeline (11)
KevinXu02

For objects like mirror and glass,it seems z-buffer wouldn't work for them. How can we render them and the object behinds them fastly like those in video games?

danielhsu021202

For glass or transparent materials, I think in addition to RGB, an extra A (alpha) value is stored which represents transparency. How this works is that the color of the glass is mixed with the color of stuff with a depth behind the glass so that they appear through the glass. Other techniques like ray tracing deal with reflections and other phenomena that occur when light passes through a transparent object.

yangbright-2001

I interpret z-buffer as some data structure, which stores the extra information (such as transparency, color, etc.) of an object (apart from the coordinate), to ensure display quality

eugenek07

Does this mean that the z-buffer will be calculated through to the end before rendering? In that case, other than that z-buffer and the fact that we calculate per sample position, would it be the same as the painter's algorithm?

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