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Nvidia asteroids shows the full potential of turing and mesh shading

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Nvidia Asteroids showcases the benefits of Mesh Shading technology from Turing architecture. The demonstration shows that the new technology makes better use of the GPU's computing resources, and improves image quality when processing large numbers of complex objects.

Nvidia Asteroids, an example of what Mesh Shading can do

The Turing architecture received a new programmable geometry shading channel. Instead of processing vertices or geometry in each flow in the middle of a pipe with fixed functions, the new pipe works simultaneously with a group of objects, creating small grids using the GPU and using the rules established by the application itself. This approach significantly improves the ability of geometric programming, allowing the implementation of advanced selection methods, a higher level of detail or speeding up the generation of the topology.

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In the Nvidia Asteroids demo, the graphics processor provides a very high frame rate, despite the complexity of the scene being created. It is observed that shaders effectively remove triangles that will never be visible, and show only those that are present in the displayed pixels. That is, the GPU draws only what can be seen.

Each asteroid in the demo has ten levels of detail, which differ in the number of triangles used to build it. As you can see, in maximum detail, the number of triangles exceeds five million. Using dynamic levels of detail allows you to reduce the load on the GPU by reducing the number of triangles used to build all the objects in the scene. As a result, the number of triangles is reduced by several orders of magnitude, and only those necessary to create a high-quality, accurate image remain.

NVIDIA also notes that the demo does not use tiling at all, and all rendering is done only by force of Mesh Shading technology. Please note that only Turing cards are compatible with Mesh Shading technology.

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