Heuristic42
Blog
Opengl
Meta
Rendering
0
comment
Dec 15 at 4:39
Matrices
Hello! Are you looking to elevate your online business with a p…
–
anonymous
comment
Nov 27 at 0:30
DerBard: Custom Split Mechanical Keyboard Prototype
hello
–
anonymous
comment
Nov 19 at 15:47
Matrices
[deleted]
–
anonymous
created
Oct 20 at 20:30
Iterators: pointers vs cursors
You're already doing both of these by hand. This post emphaisze…
–
pknowles
comment
Oct 10 at 10:27
Matrices
[deleted]
–
anonymous
comment
Oct 4 at 19:12
Matrices
[deleted]
–
anonymous
comment
Sep 30 at 18:51
Matrices
[deleted]
–
anonymous
comment
Sep 23 at 16:15
Matrices
[deleted]
–
anonymous
comment
Sep 21 at 6:52
Contributing
I kind of predicted what was bound to happen when my favourite …
–
anonymous
comment
Sep 7 at 1:21
Route contention when running docker and a VPN
Thank you for this. Between this and the overwriting of iptabl…
–
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…
–
anonymous
comment
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…
–
anonymous
comment
Sep 6 at 17:47
Making a real EMF Reader
["easure direction Measure the magnetic fie"](#q107-644-685)
–
anonymous
comment
Aug 20 at 17:01
Matrices
[deleted]
–
anonymous
comment
Aug 11 at 22:32
Matrices
[deleted]
–
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…
–
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…
–
pknowles
comment
Jun 5 at 13:36
Contributing
[deleted]
–
anonymous
comment
Apr 19 at 11:24
Matrices
[deleted]
–
anonymous
comment
Apr 13 at 0:25
Matrices
[deleted]
–
anonymous
comment
Apr 5 at 9:43
Matrices
[deleted]
–
anonymous
comment
Mar 27 at 17:19
Matrices
[deleted]
–
anonymous
comment
Mar 25 at 4:59
Matrices
[deleted]
–
anonymous
comment
Mar 5 at 15:39
Matrices
[deleted]
–
anonymous
…
View All
Log in
Deep Image
leave this field blank to prove your humanity
Slug
*
A URL path component
Parent page
<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?
The parent page this belongs to.
Article title
*
Article revisions must have a non-empty title
Article body
*
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).
Toggle Preview
Edit message
*
A description of the changes made
Discard Draft
Save Draft
leave this field blank to prove your humanity
Flag
the thing you clicked
for moderator attention.
Reason choice:
Spam, promoting, advertising without disclosure
Rude, inappropriate, generally offensive
Too arrogant or demeaning to others
Other
Reason:
The reason for raising the flag
Error