This document discusses techniques for handling transparency in a deferred rendering system. It proposes using inferred lighting, where lighting and G-buffers are rendered at a lower resolution than the final output. Transparent objects are rendered on alternating lines. Discontinuity sensitive filtering is used to upsample the lighting, grouping pixels with similar normals. Transparent pixels are given special IDs to be lit correctly during the lighting pass. While this allows rendering transparency in deferred lighting, it has limitations such as reduced resolution for transparent objects and increased cost.