OI, you got a license for that T?

Following a conversation with @gkjohnson on his Depth Peel Demo, I remembered reading about a new kid on the block of OIT:
“Adaptive Voxel-Based Order Independent Transparency”, presented this year at SIGGRAPH 2025 by Michal Drobot, Activision

Their main goals we for glass and volumetric effects, like smoke and fog, at least based on the presentation. It’s an interesting take on the problem, though their assertion of being “simple” is dubious :smiley:

One gotcha there. They use compute shaders with spin locks to achieve correct execution ordering, this works on AMD and NVIDIA GPUs, but not on apple silicone and not on most mobile devices. So if you’re planning to go in that direction - keep it in mind and plan accordingly.