{"title":"Improving GPU Real-Time Wide Terrain Tessellation Using the New Mesh Shader Pipeline","authors":"Benjamin Santerre, Masaki Abe, Taichi Watanabe","doi":"10.1109/NicoInt50878.2020.00025","DOIUrl":null,"url":null,"abstract":"This paper proposes a terrain tessellation technique using the new GPU mesh pipeline, and compares it to the classically used tessellation pipeline. We explain how we can use it to greatly increase the tessellation capability within the draw call while keeping similar performances. We then show how it can be used to limit the CPU load as well as the data transfer to the GPU for rendering wide terrains.","PeriodicalId":230190,"journal":{"name":"2020 Nicograph International (NicoInt)","volume":"36 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2020-06-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"2","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"2020 Nicograph International (NicoInt)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/NicoInt50878.2020.00025","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 2
Abstract
This paper proposes a terrain tessellation technique using the new GPU mesh pipeline, and compares it to the classically used tessellation pipeline. We explain how we can use it to greatly increase the tessellation capability within the draw call while keeping similar performances. We then show how it can be used to limit the CPU load as well as the data transfer to the GPU for rendering wide terrains.