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Turing Mesh Shader

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  The Turing architecture employs mesh shaders to create a new programmable geometric shading process. As threads are employed jointly to produce tiny meshes (meshlets) directly on the chip for consumption by the rasterizer, the new shaders introduce the compute programming approach to the graphics pipeline. The adaptability of the two-stage approach, which enables effective culling, level-of-detail techniques, as well as procedural generation, benefits applications and games dealing with high geometric complexity. This post introduces the new pipeline and provides some specific GLSL rendering examples using OpenGL or Vulkan. The new features can be accessed by using DirectX 12 Ultimate extensions for OpenGL and Vulkan. Motivation The real world is a complicated, geometrically rich environment. Particularly outdoor scenes can contain tens of thousands of components (rocks, trees, small plants, etc.). Similar difficulties can be encountered when using CAD models for machinery with i...