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

Published: 09 August 2024 Publication History

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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    Published In

    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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