From 02f92353887ee17e85645120c490fbbd1ca931c4 Mon Sep 17 00:00:00 2001
From: Hui Wang <wanghehv@sjtu.edu.cn>
Date: Wed, 15 Feb 2023 07:37:53 +0000
Subject: [PATCH] Update README.md

---
 README.md | 2 +-
 1 file changed, 1 insertion(+), 1 deletion(-)

diff --git a/README.md b/README.md
index 9f3f875..9c08d4e 100644
--- a/README.md
+++ b/README.md
@@ -357,7 +357,7 @@ At this point, zooming in and out of your image should produce nicely filtered r
 
 Up until this point your renderer was not able to properly draw semi-transparent elements. Therefore, your last programming task in this assignment is to modify your code to implement [Simple Alpha Blending](http://www.w3.org/TR/SVGTiny12/painting.html#CompositingSimpleAlpha) in the SVG specification.
 
-Note that in the above link, all the element and canvas color values assume **premultiplied alpha**. Refer to lecture _Depth and Transparency_ and [this blog post](https://developer.nvidia.com/content/alpha-blending-pre-or-not-pre) for the differences between premultiplied alpha and non-premultiplied alpha.
+Note that in the above link, all the element and canvas color values assume **premultiplied alpha**. Refer to lecture _Depth and Transparency_ and [this blog post](https://developer.nvidia.com/content/alpha-blending-pre-or-not-pre) for the differences between premultiplied alpha and non-premultiplied alpha. In the blog post, [this image](https://developer.nvidia.com/sites/default/files/akamai/gamedev/images/mandrill-2x1-rg-pre-blend.png) in section "Enter Pre-multiplied alpha" shows the expected result using premultiplied alpha.
 
 While the application will always clear the render target buffer to the canvas color at the beginning of a frame to opaque white ((255,255,255,255) in RGBA) before drawing any SVG element, your transparency implementation should make no assumptions about the state of the target at the beginning of a frame.
 
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