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Depth peeling

From Wikipedia, the free encyclopedia

In computer graphics, depth peeling is a method of order-independent transparency. Depth peeling has the advantage of being able to generate correct results even for complex images containing intersecting transparent objects.

Method

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Depth peeling works by rendering the image multiple times.[1] Depth peeling uses two Z buffers, one that works conventionally, and one that is not modified, and sets the minimum distance at which a fragment can be drawn without being discarded. For each pass, the previous pass' conventional Z-buffer is used as the minimal Z-buffer, so each pass draws what was "behind" the previous pass. The resulting images can be combined to form a single image. A major drawback of classical depth peeling is performance: it peels one depth layer per pass, so scenes with high depth complexity require many geometry passes,[2] each re-rasterizing the transparent geometry.[3]

References

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  1. ^ Everitt, Cass (2001-05-15). "Interactive Order-Independent Transparency" (PDF). Nvidia. Retrieved 2008-10-12.
  2. ^ Tsopouridis, Grigoris. "Traditional and Neural Order-Independent Transparency". The Eurographics Association. Retrieved 2026-05-03.
  3. ^ Liu, Baoquan. "Multi-Layer Depth Peeling via Fragment Sort" (PDF). Microsoft Research Asia. Retrieved 2026-05-03.