They are represented using a local primitive index list, combined with a set of unique vertices. ![]() ![]() ![]() Meshlet data structureĪt the core of mesh shading are meshlets, a data structure that represents a small mesh with a predefined upper limit of V vertices and P primitives. Due to the existing optimizations in the traditional VTG (vertex-, tessellation-, and geometry-shader) pipeline, do not expect mesh shader pipelines to always provide substantial wins in performance. They are not meant to replace the existing geometry pipeline completely. Keep in mind that mesh shaders are deliberately designed to expand existing capabilities and allow you to optimize certain use cases. ![]() For more general information, see Introduction to Turing Mesh Shaders or watch SIGGRAPH 2018: Turing – Mesh Shaders.
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