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Shader implementations


Vertex/fragment and compute shaders are the backbone of the processing and rendering methods implemented in COLIBRI VR. The following pages provide detailed information on the shader implementations of several core methods.

  • The Per-view meshes QSTR page describes the implementation of a geometry processing method: per-view meshing from depth maps with quadtree simplification and triangle removal.
  • The ULR on global mesh page describes the implementation of a rendering method: unstructured lumigraph rendering on a global mesh.
  • The Disk-based blending page describes the implementation of a rendering method: disk-based blending for per-view proxies.