WEBGPU VISIBILITY BUFFERstarting
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.
Preparing storage buffers, atomic visibility, and a CPU reference...
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
——
triangles
——
pixels
——
passes
——
draws
——
01clear visibility
02rasterize coverage
03present winners
Compute rasterizer initialization failed.
The renderer could not start.
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