THREE.JS / FOUNDATIONS 174

A triangle can become a buffer.

The compute pass owns coverage and depth. A fullscreen pass turns the winning triangle IDs back into a picture.

Initializing raster paths0 / 2 ready

Preparing storage buffers, atomic visibility, and a CPU reference...

WEBGPU VISIBILITY BUFFERstarting
WEBGL2 CPU REFERENCEstarting

visibility pipeline

Resolve the pixel.

Awaiting both paths.

WebGPU writes one packed depth/triangle value per pixel with atomicMax. The presentation material reads that storage buffer; the WebGL2 panel is an explicit CPU/DataTexture reference.

WebGPUWebGL2
execution
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triangles
——
pixels
——
passes
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draws
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01clear visibility
02rasterize coverage
03present winners

Compact 160×96 visibility study · official source boundary: 400×400 instances, LOD 10…2, 14/18-bit visibility packing.

Pinned official compute-rasterizer source

LAB 174 / COMPUTE RASTERIZER