Revolutionizing Transparency Ordering in 3D Rendering with Precomputation

2025-05-20

Traditional 3D rendering relies on the CPU to sort translucent objects based on camera position, resulting in inefficient rendering. This post introduces a novel method for precomputing the rendering order of translucent objects. By analyzing the spatial relationship between the faces and the camera position, the algorithm pre-determines the rendering order of some faces, thereby reducing the number of runtime sorting operations. While having a time complexity of O(n²), the precomputation is performed only once, making it suitable for scenes where translucent objects don't move significantly. The algorithm works by splitting each face into two sides and leveraging their spatial relationships to determine the drawing order. In certain cases, it falls back to CPU sorting. This method significantly addresses the challenges of transparency sorting in 3D rendering and improves rendering efficiency.

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Development transparency sorting