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ADAPTIVE VOXEL-BASED ORDER-INDEPENDENT TRANSPARENCY

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Michał Drobot

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Description

Adaptive Voxel-Based Order-Independent Transparency is a SIGGRAPH 2025 Advances in Real-Time Rendering course talk by Michał Drobot of Activision, with engineering credits to Piotr Brendel, Nicholas Jordan, and collaborators across Infinity Ward, Raven, and Treyarch.

The slides survey OIT options, then present Adaptive Voxel-Based OIT: froxel transmittance accumulation, logarithmic depth slices, weighted blending resolve, Call of Duty needs for occlusion and colored glass, and extensions such as distortion weighted by the transmittance integral.

It targets advanced rendering engineers who already ship approximate or A-buffer OIT and need scalable transparency for VFX, glass, and long views. DirectX-style raster and compute literacy is assumed.

Access is a free multi-page PDF slide deck on the Advances in Real-Time Rendering site for the SIGGRAPH 2025 course.

It is useful as a production-oriented OIT deep dive with failure cases and shipping constraints rather than a short overview.