GPU Rasterization Pattern - Utah Teapot

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The rasterization of a 3D model (two textured triangles) 'in slow motion': You can see the order of fragment shader calls.
Done with OpenGL 4.2 and atomic counters, run on a NVidia Fermi.
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Perfect example of why to use a 'fullscreen triangle' or for rectangular non fullscreen objects a triangle and two clipping planes.

hanflingch
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Yes, that's what's going on here. Rendering a mesh can be seen here: watch?v=5vEAO6icz7M .
It's described in more detail in my blog posting.

renderingpipeline
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Um... Kinda looks like you just render two triangles with a teapot texture on it :)

ricopin
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Is this raytraced or uses framebuffers or something? Why would the gpu render two triangles if this is a 3d mesh?

Jessiffin
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