Going from 2D and (pre-rendered) 3D design to real time 3D (e.g. Three.js, Unity), the most surprising thing has been transparency. Something we mostly take for granted in PS, C4D, etc... that turns out to be wickedly hard to do in a one-size-fits-all, performant way, in RT 3D.
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For example, building up per-pixel linked lists and sorting them into Z-order apparently works reasonably well on many GPUs, which is really surprising to me.
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I found some interesting proof of concept examples for the various OIT methods (e.g. depth peeling, weighted blending). This repo, for example: https://github.com/candycat1992/OIT_Lab … Dithered alphas also sound promising (and relatively VR friendly, I understand). =
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