Geometry Reinvented with Mesh Shading
During SIGGRAPH 2019, NVIDIA presented a talk entitled “Applications of Mesh Shading with DX12,” which explained how developers could take complete control over geometry processing.
The full presentation can be found here: https://developer.nvidia.com/siggraph/2019/video/sig918-vid
This is a 12 minute excerpt from the full 60 minute talk.
The mesh shading technology built into NVIDIA’s Turing GPU architecture can dramatically improve performance and image quality when rendering a substantial number of complex objects in a scene. Given this, what would be the perfect sequence to build in order to stress test mesh shading? Something with asteroids, of course.
A team of five NVIDIA developers and a single sculpt artist spent eight weeks building a fully controllable scenario in which a spaceship is beset on all sides by an endless cascade of asteroids. The video opens with a demonstration of the sequence. The clip also explains how the team used Catmull-Clark subdivision surfaces, a custom meshlet export plugin, and stochastic dithering to deliver the finished product.