Turing introduces a new programmable geometric shading pipeline built on task and mesh shaders. These new shader types bring the advantages of the compute programming model to the graphics pipeline. Instead of processing a vertex or patch in each thread in the middle of fixed function pipeline, the new pipeline uses cooperative thread groups to generate compact meshes (meshlets) on the chip using application-defined rules. This approach greatly improves the programmability of the geometry processing pipeline, enabling the implementation of advanced culling techniques, level-of-detail, or even completely procedural topology generation. You can find more information on mesh shading in the detailed technical introduction to Turing mesh shaders.
The Asteroids application can achieve very high frame rates by moving key performance bottlenecks of object list processing off of the CPU and into highly parallel GPU mesh shading programs. Starting from an extremely large dataset comprising trillions of potentially visible triangles at any given time, the shaders efficiently eliminate primitives that will never be seen and shade only those contributing to the pixels displayed.
NVIDIA Asteroids demo demonstrates Turing Mesh Shaders (video)
Posted on Thursday, December 20 2018 @ 11:02 CET by Thomas De Maesschalck