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NVIDIA has shared a video and blog post for a scene of a ship flying through asteroids to present optimization techniques in the Turing GPU architecture.
NVIDIA states that “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 is said to greatly improve 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 learn more here.