Model with transparency - opengl

I have a model with transparent quads for a beard. I can not tell what triangles belong to the beard because their color comes from the texture passed to the fragment shader. I have tried to presort the triangles back to front during export of the model, but this does not help. So I implemented MSAA and Alpha to Coverage, but this did not help either. My last attempt was to draw the model, with a depth mask off and skipping any transparent data, so the color buffer would have non-clear color values to blend with. Then I would draw the model a second time with depth testing on and drawing the alpha pieces.
Nothing I have tried so far has worked. What other techniques can I try to get the beard of the model to properly draw? I am looking for a way to handle this that doesn't use a bunch of extensions. I'd prefer techniques that can be handled with plain old OpenGL 4.
Here is an image of what I am dealing with.
This is what I got after I applied the selected answer.

What you're trying to do there is a still largely unsolved problem: Order independent transparency. MSAA is something entirely different, as is alpha coverage.
So far the best working solution is to separate the model into an opaque and a hairy part. Draw the opaque parts of your scene first, then draw everything (semi-)translucent, ordered far to near in a second pass.
The way your image looks like it seems like the beard is rendered as the first thing, which is quite the opposite of what you actually want.

Simple way:
Enable depth write (depth mask), disable alpha-blending, draw model without the beard.
Disable depth write, enable alpha-blending, draw the beard. Make sure face culling is enabled.
Hard way:
Because order-independent transparency in renderers that use z-buffer is an unsolved problem (as datenwolf said), you could try depth-peeling. I believe the paper is available within OpenGL SDK. Most likely it'll be slower than "simple way", and there'll be a limit on number of maximum overlapping transparent polygons. Also check wikipedia article on order-independent transparency.

Related

How to avoid distance ordering in large scale billboard rendering with transparency

Setting the scene:
I am rendering a height map (vast non-transparent surface) with a large amount of billboards on it (typically grass, flowers and so on).
The billboards thus have a mostly transparent color map applied, with only a few pixels colored to produce the grass or leaf shapes and such. Note that the edges of those shapes use a bit of transparency gradient to make them look smoother, but I have also tried with basic, binary color/transparent textures.
Pseudo rendering code goes like so:
map->render();
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
wildGrass->render();
glDisable(GL_BLEND);
Where the wildGrass render instruction renders multiple billboards at various locations in a single OGL call.
The issue I am experiencing has to do with transparency and the fact that billboards apparently hide each-other, even on their transparent area. However the height-map solid background is correctly displayed on those transparent parts.
Here's the glitch:
Left is with an explicit fragment shader discard on fully transparent pixels
Right is without the discard, clearly showing the billboard's flat quad
Based on my understanding of OGL blending and some reading, it seems that the solution is to have a controlled order of rendering, starting from the most distant objects to the closest, so that the color buffer is filled properly in the end.
I am desperately hoping that there is another way... The ordering here would typically vary depending on the point of view, which means it has to be applied in-real-time for each frame. Plus the nature of those particular billboards is to be produced in a -very large- number... Performance alert!
Any suggestions or is my approach of blending wrong?
Did not work for me:
#httpdigest's suggestion to disable depth buffer writing:
It worked essentially for billboards with the same texture (and possibly a specific type of texture, like wild grass for instance), because the depth inconsistencies are not visually noticeable - however introducing another texture, say a flower with drastically different colours, will immediately highlights those mistakes.
Solution:
#Rabbid76's suggestion to use not-semi-transparent textures with multi-sampling & anti-aliasing: I believe this is the way to go for best visual effect with reasonably low cost on performance.
Alternative solution:
I found an intermediary solution which is probably the cheapest in performance to the expense of quality. I still use textures with gradient transparent edges, but instead of discarding fully transparent pixels, I introduced a degree of tolerance, for example any pixel with alpha < 0.6 is discarded - the value is found experimentally to find the right balance.
With this approach:
I still perform depth tests, so output is correct
Textures quality is degraded/look less smooth - but reasonably so
The glitches on semi-transparent pixels still appear - but are nearly not noticeable
See capture below
So to conclude:
My solution is a cheap and simple approximation giving less smooth visual result
Best result can be obtained by rendering all the billboards to a multi-sampled texture resolve with anti-aliasing and finally output the result in a full screen quad. There are probably to ways to do this:
Either rendering the map first and use the resulting depth buffer when rendering the billboards
Or render both the map and billboards on the multi-sampled texture
Note that the above approaches are both meant to avoid having to distance-base sort a large number of billboards - but this remains a valid option and I have read about storing billboard locations in a quad tree for quick access.

OpenGL Alpha blending and object independent transparency

I am trying to implement object independent transparency (OIT) using the following naive technique:
Sort opaque and transparent objects.
Render opaque with depth write on.
Disable depth write, enable alpha blending, and render the transparent objects.
It work ok if I have fully opaque and transparent objects only.But what about the case where some objects have transparent alpha textures (all my meshes are planar) and need Alpha blending on, and other are transparent.What is the routine in this case?
Currently, if I render the transparent first with depth write on and alpha blend on too, then rendering the object with alpha channel texture (depth write off, blend on) what happens is that the part of the last rendered plane that intersects into the first plane gets culled. Here is a picture to depict what I am after:
Both planes have some amount of transparency and still maintain depth sort.
I know I can use more sophisticated approaches for OIT like this. But is it possible to do it without getting into fragment linked lists etc?
A rasterization-based renderer, by its very nature, cannot handle transparency well. Rasterizers work by rendering an object, then rendering another. It has no idea of what has been rendered before or what will be rendered afterwards. It's job is to take a 3D shape and turn it into a field of colors.
If there was a simple technique for doing order-independent transparency, then you'd have heard about it by now because everyone would be using it. There isn't. Every general OIT technique is complicated and has some performance downsides associated with it.
Is it possible to find a way for the very specific case of two planes intersecting with nothing else on the screen? Yes. Could you generalize that method for arbitrary scenes with arbitrary transparency? No.

My own z-buffer

How I can make my own z-buffer for correct blending alpha channels? I'm using glsl.
I have only one idea. And this is use 2 "buffers", one of them storing depth-component and another color (with alpha channel). I don't need access to buffer in my program. I cant use uniform array because glsl have a restriction for the number of uniforms variables. I cant use FBO because behaviour for sometime writing and reading Frame Buffer is not defined (and dont working at any cards).
How I can resolve this problem?!
Or how to read actual real time z-buffer from glsl? (I mean for each fragment shader call z-buffer must be updated)
How I can make my own z-buffer for correct blending alpha channels?
That's not possible. For perfect order-independent transparency you must get rid of z-buffer and replace it with another mechanism for hidden surface removal.
With z-buffer there are two possible ways to tackle the problem.
Multi-layered z-buffer (impractical with hardware acceleration) - basically it'll store several layers of "depth" values and will use it for blending transparent surfaces. Will hog a lot of memory, and there will be maximum number of transparent overlayying surfaces, once you're over the limit, there will be artifacts.
Depth peeling (google it). Order independent transparency, but there's a limit for maximum number of "overlaying" transparent polygons per pixel. Can actually be implemented on hardware.
Both approaches will have a limit (maximum number of overlapping transparent polygons per pixel), once you go over the limit, scene will no longer render properly. Which means the whole thing rather useless.
What you could actually do (to get perfect solution) is to remove the zbuffer completely, and make a graphic rendering pipeline that will gather all polygons to be rendered, clip them, split them (when two polygons intersect), sort them and then paint them on screen in correct order to ensure that you'll get correct result. However, this is hard, and doing it with hardware acceleration is harder. I think (I'm not completely certain it happened) 5 ot 6 years ago some ATI GPU-related document mentioned that some of their cards could render correct scene with Z-Buffer disabled by enabling some kind of extension. However, they didn't say a thing about alpha-blending. I haven't heard about this feature since. Perhaps it didn't become popular and shared the fate of TruForm (forgotten). Also such rendering pipeline will not be able to some things that are possible on z-buffer
If it's order-independent transparencies you're after then the fundamental problem is that a depth buffer stores on depth per pixel but if you're composing a view of partially transparent geometry then more than one fragment contributes to each pixel.
If you were to solve the problem robustly you'd need an ordered list of depths per pixel, going back to the closest opaque fragment. You'd then walk the list in reverse order. In practice OpenGL doesn't do things like variably sized arrays so people achieve pretty much that by drawing their geometry in back-to-front order.
An alternative embodied by GL_SAMPLE_ALPHA_TO_COVERAGE is to switch to screen-door transparency, which is indistinguishable from real transparency either at a really high resolution or with multisampling. Ideally you'd do that stochastically, but that would void the OpenGL rule of repeatability. Nevertheless since you're in GLSL you can do it for yourself. Your sampler simply takes the input alpha and uses that as the probability that it'll output the final pixel. So grab a random value in the range 0.0 to 1.0 from somewhere and if it's greater than the alpha then discard the pixel. Always output with an alpha of 1.0 and just use the normal depth buffer. Answers like this say a bit more on what you can do to get randomish numbers in GLSL, and obviously you want to turn multisampling up as high as possible.
Eric Enderton has written a decent paper (which has a slide version) on stochastic order-independent transparency that goes alongside a DirectX implementation that's worth checking out.

Outline / Silhouette rendering with OpenGL

I know there are several techniques to achieve this, but none of them seems sufficient.
Using a sobel / laplace filter doesn't find all the correct edges (and finds unwanted edges), is slow and doesn't give me control over the outline width.
What i have settled on for now is rendering the backside of my objects first with a solid color and a little bigger than the actual objects. The result does look good, but i really want my outlines to have a constant width.
I already tried rendering the backside of my objects with thick wireframe lines. Gives me a constant outline width, but line width is deprecated, produces rendering artifacts and leaves gaps, if the outline abruptly changes direction (like on a cube for example). I have not yet tried using a third rendering pass drawing a point the size of the wireframe lines for each vertex, because of the other problems with this technique.
Any ideas?
edit I even looked at finding the edges myself using a geometry shader, as described in http://prideout.net/blog/?p=54, but it suffers from the same gaps as the wireframe technique.
edit I was able to get rid of the rendering artifacts with the wireframe technique by disabling the GL_DEPTH_TEST while drawing the outlines. Unfortunately i also lost the outlines on overlapping objects...
My goal is to get the same effect they use on characters in the Dragons Lair 3 game. Does anyone know how they did it?
in case you're after real edge detection, Ive found that you can get pretty good results with a convolution LoG (Laplacian over Gaussian) 5x5 kernel, applied to the depth buffer and blended over the rendered object (possibly with a decent FSAA). You need some tuning in the fragment shader in order to clamp the blended outline, but the results are good. (and its a matter of what you really want, btw)
note that:
1) Laplace filtering and log filtering are different things and produce different results
2) if you apply the convolution on the depth buffer, instead of the rendered image, you end up with totally different results, firthermore, if an outline width conrol is desired, a dilate filter followed by a selective-erode pass can be applied, this way you will end up with a render that closely match a hand drawn sketch made with a marker, and you have fine control over tip size but at the cost of 2 extra pass

OpenGL: Rendering two transparent planes intersecting each other: impossible or not?

I ran to this problem hard, it seems impossible to render.
How can one solve this problem? I want the OpenGL render it like it looks at the right side of this image below:
You need to render your planes while disabling the depth test and using an order independent blending formula.
If you have some opaque geometries on the back, draw those ones, put the depth buffer to read only instead of disabling the depth test, and render the transparent ones.
There are also advanced techniques dealing with that common problem, like depth peeling.
EDIT
You can put the depth buffer in read only using: glDepthMask(GL_FALSE).
Here is a good article explaining why you can't achieve the perfect transparency: Transparency Sorting. Also give a look at Order Independent Transparency with Dual Depth Peeling article which covers two methods (one is quite straightforward and single pass) used to have exact (or approximate) order independant transparency.
I forgot to mention Alpha to Coverage.
One non-trivial solution is to split the planes into parts, sort them and then render them back to front. However the perfect sorting is hard to achieve.
Like in the article posted in the other answer:
Transparency Sorting: Depth Sorting