Game Development Reference
In-Depth Information
ω
I 0
ω
I 1
L k
ω
I 2
Figure 2.3. A flowchart showing how the input buffers get decomposed into a depth
layer: First, the fragments in the input buffers get weighted by ω and ω . The resulting
subdepth layers get alpha-blended to compose the depth layer L k . The formula for this
schematics can be found in Equation (2.2).
where z k 2 to z k +1 defines anchor points for the layer boundaries. Pseudocode
for how to do matting in a fragment shader is shown in Listing 2.2.
1
1
z
z
0
0
z k 2
z k 1
z k
z k +1
z k 2
z k 1
z k
z k +1
(a)
(b)
Figure 2.4.
The matting functions (a) ω k
and (b) ω k
with exemplary anchor points
z k 2
to z k +1 .
 
 
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