Heuristic42
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Nov 19 at 15:47
Matrices
Hello, I hope this message finds you doing well. I believe…
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anonymous
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Oct 20 at 20:30
Iterators: pointers vs cursors
You're already doing both of these by hand. This post emphaisze…
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pknowles
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Oct 10 at 10:27
Matrices
[deleted]
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anonymous
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Oct 4 at 19:12
Matrices
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anonymous
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Sep 30 at 18:51
Matrices
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anonymous
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Sep 23 at 16:15
Matrices
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anonymous
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Sep 21 at 6:52
Contributing
I kind of predicted what was bound to happen when my favourite …
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anonymous
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Sep 7 at 1:21
Route contention when running docker and a VPN
Thank you for this. Between this and the overwriting of iptabl…
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anonymous
comment
Sep 6 at 17:57
Making a real EMF Reader
Sorry for the random quoted text comments. I am one of those p…
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anonymous
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Sep 6 at 17:48
Making a real EMF Reader
["ove! Play a tone with a buzzer and has 5 LEDs to show the “EM…
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anonymous
comment
Sep 6 at 17:47
Making a real EMF Reader
["easure direction Measure the magnetic fie"](#q107-644-685)
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anonymous
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Aug 20 at 17:01
Matrices
[deleted]
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anonymous
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Aug 11 at 22:32
Matrices
[deleted]
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anonymous
edited
Jun 8 at 22:29
Rethinking writing files with memory mapping and C++
This post introduces the motivation behind the [decodless C++ o…
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admin
created
Jun 8 at 22:16
Rethinking writing files with memory mapping and C++
This post introduces the motivation behind the [decodless C++ o…
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pknowles
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Jun 5 at 13:36
Contributing
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anonymous
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Apr 19 at 11:24
Matrices
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anonymous
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Apr 13 at 0:25
Matrices
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anonymous
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Apr 5 at 9:43
Matrices
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anonymous
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Mar 27 at 17:19
Matrices
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anonymous
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Mar 25 at 4:59
Matrices
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anonymous
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Mar 5 at 15:39
Matrices
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anonymous
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Feb 7 at 5:45
Microsoft Natural Ergonomic 4000 Replacement
Thank you so much for sharing your thoughts here, it tells me e…
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anonymous
comment
Jan 28 at 23:31
Microsoft Natural Ergonomic 4000 Replacement
Oh man, I feel this post. Not sure if you've seen the "new" new…
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anonymous
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<root>
rendering/:Article2:3D Rendering (Computer Graphics)
--- rendering/cameras/:Article11:Cameras
--- rendering/matrices/:Article12:Matrices
------ rendering/matrices/projection/:Article14:Projection Matrix
--- rendering/vectors/:Article13:Vectors
--- rendering/geometry/:Article62:3D Geometry
------ rendering/geometry/triangle_meshes/:None
--- rendering/shading/:Article64:Shading
------ rendering/shading/transparency/:Article70:Transparency and Alpha Blending
--- rendering/lights/:Article65:Lights
--- rendering/rasterization/:None
------ rendering/rasterization/deepimage/:Article72:Deep Image
--- rendering/shadows/:Article67:Shadows
--- rendering/spaces/:Article68:Vector Spaces
------ rendering/spaces/tangent_space/:Article69:Tangent Space
------ rendering/spaces/clip_space/:Article89:Clip Space
--- rendering/rotations/:None
--- rendering/images/:Article74:<unset>:Images
------ rendering/images/mipmapping/:Article75:<unset>:Mipmapping
--- rendering/materials/:None
opengl/:Article3:OpenGL Tutorials
--- opengl/oit/:Article7:Order Independent Transparency (OIT)
--- opengl/framebuffer/:Article71:The Framebuffer
meta/:Article4:Pages About This Site
--- meta/contribute/:Article5:Contributing
--- meta/bugs/:Article9:Bugs
--- meta/about/:Article10:Why does this website exist?
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An image is the result of [rendering](/1/rendering/). The rendering process is often seen as the main part of the work. Historically, that may have been true --- getting the image is certainly the first stage, but once that job is done the result can be improved. *Post processing* is further work done after rendering. Images can be combined with other images or used as input in further rendering passes. For example, shadow mapping, deferred shading and a whole range of image space techniques such as depth of field, ambient occlusion and even further rendering called *image based rendering*. Colour is still the desired end result, but for post processing and intermediate results more information can be very useful. For example, an image may store [material](/26/rendering/materials/) information or surface normals to be used in further lighting calculations. Regular, flat images have one value per pixel. A *deep image* on the other hand is still a 2D grid of pixels, but each pixel, or *deep pixel*, can have multiple and varying numbers of values (possibly zero). This provides more complete information for further processing. This should not be confused with a [deep framebuffer](/21/opengl/framebuffer/), where all pixels have the same number of different attributes forming a *value*. Color and depth form typical values in a deep image, providing a discretized geometry representation. With the original projection used to create the image the exact position of the surface samples are known. These surface samples have a direct relation to the concept of *fragments* from rasterization. Deep images are increasingly being used in real-time graphics. The A-buffer has informally become a common term for GPU constructed deep images, and while there are similarities the original purpose was storing micro-polygons for antialiasing in the REYES system. A deep image is significant in a rendering pipeline in that it provides a complete state where all fragments are available instead of processing and discarding them on the fly. Without this state, interactions between fragments are limited by one-at-a-time processing and, for rasterization, unknown rendering order. In particular for rasterization, complex "multi-fragment effects" such as transparency normally require geometry ordering and guaranteeing correct results for general cases is often impractically slow. * This page is taken largely from [Real-Time Deep Image Rendering and Order Independent Transparency](/users/4/pknowles/#research).
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