Computer Graphics: Difference between revisions
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See [https://static1.squarespace.com/static/58586fa5ebbd1a60e7d76d3e/t/593a3afa46c3c4a376d779f6/1496988449807/s2012_pbs_disney_brdf_notes_v2.pdf pbs disney brdf notes] and the [http://www.pbr-book.org/ pbr-book] | See [https://static1.squarespace.com/static/58586fa5ebbd1a60e7d76d3e/t/593a3afa46c3c4a376d779f6/1496988449807/s2012_pbs_disney_brdf_notes_v2.pdf pbs disney brdf notes] and the [http://www.pbr-book.org/ pbr-book] | ||
In frameworks and libraries, these are often refered to as ''standard materials'' or in Blender, ''Principled BSDF''. | In frameworks and libraries, these are often refered to as ''standard materials'' or in Blender, ''Principled BSDF''. | ||
===Blending and Pixel Formats=== | |||
====Pixel Formats==== | |||
====Blending==== | |||
To output transparent images, i.e. images with alpha, you'll generally want to blend using [[premultiplied alpha]]. Rendering in premultiplied alpha prevents your RGB color values from getting mixed with the background color empty pixels. | |||
===Rendering=== | |||
For rasterization, we generally render by: | |||
# Render opaque objects front-to-back | |||
# Render transparent objects back-to-front | |||
Rendering opaque objects front to back minimizes overdraw, where a pixel gets drawn to multiple times in a single frame. | |||
Rendering transparent objects back to front is needed for proper blending of transparent materials. | |||
==More Terms== | ==More Terms== | ||