Lecture 6: Rasterization Pipeline (46)

I found the direct example, highly related to GLSL and topics (Z-Buffer) from this lecture. The provided resource details how the depth buffer from a given rendering could easily be recovered and visualized using GLSL. I thought this was pretty interesting, and figured some people might want to try it out!

In this case, the rendered intensity goes from dark->light for near->far respectively.

Depth Buffer Visualization Tutorial

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