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Interval Shading: using Mesh Shaders to generate shading intervals for volume rendering

Published: 09 August 2024 Publication History
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  • Abstract

    We propose to use tetrahedrons as primitives for volume rendering and a pipeline to rasterize them. Our work relies on the recently introduced mesh shaders to encode each tetrahedron such that the rasterizer computes the depths of the front and back faces at the same time when interpolating vertices attributes. Then, the fragment shader receives the two depths and can compute its shading in the interval. Our method is simple to implement, efficient, and opens new possibilities for the rasterization pipeline.

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    1. Interval Shading: using Mesh Shaders to generate shading intervals for volume rendering

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      cover image Proceedings of the ACM on Computer Graphics and Interactive Techniques
      Proceedings of the ACM on Computer Graphics and Interactive Techniques  Volume 7, Issue 3
      August 2024
      363 pages
      EISSN:2577-6193
      DOI:10.1145/3688389
      Issue’s Table of Contents
      This work is licensed under a Creative Commons Attribution International 4.0 License.

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      Association for Computing Machinery

      New York, NY, United States

      Publication History

      Published: 09 August 2024
      Published in PACMCGIT Volume 7, Issue 3

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      Author Tags

      1. Mesh Shader
      2. Rasterization
      3. Volume Rendering

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