Title:
AdaptiveTransparency_Source Download
Description: We introduce a new technique for real-time order independent transparency called Adaptive Transparency (AT) that closely approximates the ground-truth results obtained from A-buffer compositing but is 5x to 40x faster. The key contribution of Adaptive Transparency is the introduction of an adaptively compressed visibility representation that can be efficiently constructed and queried during rendering. It can be applied to a widerange of transparent geometry (e.g., foliage, windows, hair, and smoke). AT closely matches the ground-truth A-buffer solution and is both higher quality and faster than other approximate OIT techniques.
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File list (Check if you may need any files):
aoit_dx11\ABuffer_Resolve.hlsl
.........\AOIT.hlsl
.........\AOIT.sln
.........\AOIT.vcxproj
.........\AOIT.vcxproj.filters
.........\AOIT64.exe
.........\AOIT_def.h
.........\AOIT_Resolve.hlsl
.........\App.cpp
.........\App.h
.........\AppShaderConstants.h
.........\AVSM.hlsl
.........\AVSM_def.h
.........\AVSM_Resolve.hlsl
.........\Camera.cpp
.........\Camera.h
.........\CameraHairCapture.hlsl
.........\Common.hlsl
.........\ConstantBuffers.hlsl
.........\cyHairFile.h
.........\Debug.h
.........\Debug.hlsl
.........\Docs
.........\....\DirectX SDK EULA.txt
.........\....\Hair Sample BSD License.txt
.........\....\Intel Source Code License Agreement-2011.pdf
.........\....\ReadMe.txt
.........\DrawTransmittance.hlsl
.........\DXUT
.........\....\Core
.........\....\....\DXUT.cpp
.........\....\....\DXUT.h
.........\....\....\DXUTDevice11.cpp
.........\....\....\DXUTDevice11.h
.........\....\....\DXUTDevice9.cpp
.........\....\....\DXUTDevice9.h
.........\....\....\DXUTmisc.cpp
.........\....\....\DXUTmisc.h
.........\....\Optional
.........\....\........\directx.ico
.........\....\........\DXUTcamera.cpp
.........\....\........\DXUTcamera.h
.........\....\........\DXUTgui.cpp
.........\....\........\DXUTgui.h
.........\....\........\DXUTguiIME.cpp
.........\....\........\DXUTguiIME.h
.........\....\........\DXUTLockFreePipe.h
.........\....\........\DXUTres.cpp
.........\....\........\DXUTres.h
.........\....\........\DXUTsettingsdlg.cpp
.........\....\........\DXUTsettingsdlg.h
.........\....\........\DXUTShapes.cpp
.........\....\........\DXUTShapes.h
.........\....\........\ImeUi.cpp
.........\....\........\ImeUi.h
.........\....\........\SDKmesh.cpp
.........\....\........\SDKmesh.h
.........\....\........\SDKmisc.cpp
.........\....\........\SDKmisc.h
.........\....\........\SDKsound.cpp
.........\....\........\SDKsound.h
.........\....\........\SDKwavefile.cpp
.........\....\........\SDKwavefile.h
.........\fps.cpp
.........\fps.h
.........\fps.hlsl
.........\FragmentList.hlsl
.........\Hair.cpp
.........\Hair.h
.........\HairCommon.hlsl
.........\HairStrand.cpp
.........\HairStrand.h
.........\ListTexture.h
.........\ListTexture.hlsl
.........\main.cpp
.........\MathUtils.cpp
.........\MathUtils.h
.........\Media
.........\.....\fps_font.png
.........\.....\GroundPlane
.........\.....\...........\GroundPlane.sdkmesh
.........\.....\hair
.........\.....\....\dark.hair
.........\.....\ParticleNoise
.........\.....\.............\Noise01.dds
.........\.....\.............\Noise01.tga
.........\.....\.............\Noise02.dds
.........\.....\.............\Noise02.tga
.........\.....\powerplant
.........\.....\..........\basket_map.dds
.........\.....\..........\command_a.dds
.........\.....\..........\container_grn_num.dds
.........\.....\..........\container_gry_num.dds
.........\.....\..........\container_hab_num.dds
.........\.....\..........\container_orn_num.dds
.........\.....\..........\con_edge.dds
.........\.....\..........\crane_light.dds
.........\.....\..........\crane_wheel.dds
.........\.....\..........\crn_clamp_a.dds
.........\.....\..........\crn_pan_a.dds