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==