Path: utzoo!attcan!uunet!lll-winken!uwm.edu!zaphod.mps.ohio-state.edu!rpi!masscomp!mark From: mark@masscomp.ccur.com (Mark Thompson) Newsgroups: comp.graphics Subject: Re: A-Buffer source (and plotting lots of triangles)? Message-ID: <31667@masscomp.ccur.com> Date: 19 Jul 90 12:13:37 GMT References: <1990Jul16.225553.2623@maths.tcd.ie> <1264@idunno.Princeton.EDU> <104 Organization: CONCURRENT COMPUTER CORP. WESTFORD MA. Lines: 24 Reply-To: mark@calvin.westford.ccur.com (Mark Thompson) Organization: Concurrent Computer Corp. Westford MA. In article <10491@odin.corp.sgi.com> robert@sgi.com writes: >I implemented a renderer with a Reyes-like front end, and two scan >conversion back ends: scanline Z buffer with 4x4 or 8x8 >stochastically jittered subsamples, an alpha buffer with 4x4 or >8x8 masks. > >I never was able to fully debug the alpha buffer. >Because of all sorts of odd boundary conditions, I occasionally >created incorrect masks. The Z buffer was much simpler to code (about >1/7th the size of the alpha buffer), and worked flawlessly from the beginning. > >The two algorithms produced almost identical images. I'll bet those images weren't identical when rendering piles of overlaping partially transparent objects! +--------------------------------------------------------------------------+ | Mark Thompson | | mark@westford.ccur.com | | ...!{decvax,uunet}!masscomp!mark Designing high performance graphics | | (508)392-2480 engines today for a better tomorrow. | +------------------------------------------------------------------------- +