- 液體和空氣幾乎沒有回聲,所以是黑的。
- 組織到另一個組織時,若材質差異大,會產生邊緣高光(specular)反射。
- 漫射的光會造成雜訊、顆粒感(speckle)。
- 聲波每經過一層會反射的物質,其強度減弱,產生陰影。
- 離感測器最近的組織回聲最強,隨著滲透越深,強度衰弱(attenuation)。

























第一個pass無視深度條件寫入背面,同時也會寫下深度,讓深度能在它之上的只有自己的正面,因此讓第二個pass正常渲染即可。






參考文獻
- Ultrasound simulation with shaders - Avangarde-Software
- Barnouin, C., Zara, F., & Jaillet, F. (2020, February). A real-time ultrasound rendering with model-based tissue deformation for needle insertion. In 15th International Conference on Computer Graphics Theory and Applications, GRAPP 2020. [pdf]
- How to draw circular sector in RunTime? - Unity Answers
- unity - How can I create a "see behind walls" effect? - Game Development Stack Exchange
- Chapter 40. Applying Real-Time Shading to 3D Ultrasound Visualization | NVIDIA Developer
- https://www.scitepress.org/papers/2017/60972/60972.pdf
- GPU Ultrasound Simulation and Volume Reconstruction (tum.de)