GPUs are designed to do many things well, but drawing transparent 3D objects is not one of them. Opacity doesn't commute so that the order in which you draw surfaces makes a big difference. Of course simple additive blending does commute, but it's not really what we think of as "transparent objects". The simplest way to draw transparent objects is from back to front via the painter's algorithm. In this approach we sort geometry and draw only from back to front. This requires sorting triangles, which, in add
K. Stelzner, K. Kersting, и A. Kosiorek. (2021)cite arxiv:2104.01148Comment: 15 pages, 3 figures. For project page with videos, see http://stelzner.github.io/obsurf/.
J. Solà, J. Deray, и D. Atchuthan. (2018)cite arxiv:1812.01537Comment: 17 pages, 12 figures, 7 boxed examples, 193 numbered equations. V2 add chapter with a application examples. V3 fix biblio error and remove the reference to a not-yet-published library in C++. V4 add again the reference to the C++ library "manif", which is made available with this version 4. V5 fix formulas (163) and (179). V6, V7 fix typos. V8 fix sign in eq 149.
D. Borrmann, A. Nuechter, и T. Wiemann. 2018 IEEE International Symposium on Mixed and Augmented Reality Adjunct (ISMAR-Adjunct), стр. xxxv-xxxv. (октября 2018)
A. Ulusoy, A. Geiger, и M. Black. Proceedings of the 2015 International Conference on 3D Vision, стр. 10--18. Washington, DC, USA, IEEE Computer Society, (2015)
C. Weng, B. Curless, и I. Kemelmacher-Shlizerman. (2018)cite arxiv:1812.02246Comment: The project page is at https://grail.cs.washington.edu/projects/wakeup/, and the supplementary video is at https://youtu.be/G63goXc5MyU.