an algorithm for order independant transparency ?

hello !
have somebody ever heard something about order independant transparency described by Diefenbach ?

it seems that it’s possible to render correct transparency using multipass rendering, and a double depth buffer (or shadow mapping hardware (or something like that… ) with alpha test ).

if somebody is using this technique, can he/she give me more details ?



[This message has been edited by phanie (edited 07-19-2001).]

Here is a link to a demo and paper (from nVIDIA).

The author is Cass Everitt whose posts you can find quite often in the advanced section of these forums (his username is… cass !).

Although this technique seems interesting, it is damn slow, even on my GeForce3…



thanks for the informations !

Y a pas de quoi…


P.S.: sorry to non French-speakers !