 | [TOC] Chapter 11: Advanced Rendering and Transparency |  |
 | Introduction |  |
Advanced rendering techniques in WebGPU involve managing visibility, transparency, and special effects like shadows. Handling these requires algorithms and buffer management to ensure that only the correct portions of the scene are visible, that transparent objects appear correctly, and that shadows render realistically. In this chapter, we explore these methods, including the Z-buffer algorithm, selection techniques, alpha blending for transparency, shadow mapping, particle systems, and overlays.
Visibility and transparency handling are essential to rendering complex scenes accurately. Depth management techniques ensure that objects render correctly based on their relative positions, while alpha blending and shadow mapping add realism by managing how light interacts with surfaces.
 | Hidden Surface Removal |  |
Hidden surface removal ensures that only the visible portions of objects render on-screen, creating depth and spatial realism. Two primary algorithms handle this: the Painter’s algorithm and the Z-buffer algorithm.
The Painter's Algorithm
The Painter’s algorithm sorts objects by depth and renders them from farthest to nearest, “painting” over objects in the foreground. While it works in many cases, this method has limitations when objects interpenetrate or require sorting transparency.
The Z-Buffer Algorithm
The Z-buffer algorithm is the primary method used for hidden surface removal in modern graphics rendering. Each pixel in the frame has a corresponding depth (Z) value stored in a depth buffer (Z-buffer), which tracks the closest object at each pixel position.
1. Initialize the Z-buffer with the farthest possible depth value (e.g., 1.0 for normalized coordinates).
2. For each pixel, compare the Z-value of the current fragment to the value in the buffer.
3. If the fragment’s Z-value is closer, update the buffer and render the pixel color. Otherwise, discard the fragment.
Implementation of the Z-Buffer Algorithm
To enable Z-buffering in WebGPU, set up a depth texture to store Z-values for each pixel.
1. Create the depth texture:
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