Presented as a pre-conference tutorial at the GPU Technology Conference in San Jose on September 20, 2010.
Learn about NVIDIA's OpenGL 4.1 functionality available now on Fermi-based GPUs.
56. Bezier Triangle Patch Bezier triangle’s tessellation Bezier triangle’s control point hull
57. Bezier Triangle Control Points b 300 b 210 b 120 b 030 b 021 b 012 b 003 b 102 b 201 b 111 P(u,v) = u 3 b 300 + 3 u 2 v b 210 + 3 uv 2 b 120 + v 3 b 030 + 3 u 2 w b 201 + 6 uvw b 111 + 3 v 2 w b 021 + 3 uw 2 b 102 + 3 uw 2 b 012 + w 3 b 003 where w=1-u-v
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59. Bi-cubic Patch Mesh b 00 b 10 b 20 b 30 b 01 b 11 b 21 b 31 b 02 b 12 b 22 b 32 b 03 b 13 b 23 b 33
65. Amplification of Standard Triangle Meshes Original faceted mesh Tessellation results in triangle amplification with curvature Results of Phong shading of curved
66. Art Pipeline for Tessellation … Generate LODs Displaced Surface GPU Control Cage Smooth Surface Polygon Mesh
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71. Simple Example Rendered Original single triangle Adaptive tessellation automatically tessellates distant, small triangle less and close, large triangle more Visualization of barycentric weights used by tessellation evaluation shader
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76. Adaptive PN Triangles Tessellation Rendered Visualization of barycentric weights used by tessellation evaluation shader Original monkey head faceted mesh Tessellated & Phong shaded Wire frame of adaptive tessellation
98. What got ( er, didn’t get ) deprecated? Feature Hardware accelerated YES Line stipple YES Quadrilaterals (GL_QUAD*) and polygons YES Regular (non-sprite) points YES Two-sided lighting YES, key cases optimized to be faster than shaders Fixed-function vertex processing YES Edge flags YES Immediate mode YES Line widths > 1
99. What got ( er, didn’t get ) deprecated? Feature Hardware accelerated YES GL_DEPTH_TEXTURE_MODE YES ALPHA, LUMINANCE, LUMINANCE_ALPHA, INTENSITY texture formats Driver accelerated for speed glBitmap YES glPixelZoom YES glDrawPixels CPU vector instructions + GPU Pixel transfer modes YES Polygon stipple YES Separate polygon draw modes: glPolygonMode
100. What got ( er, didn’t get ) deprecated? Feature Hardware accelerated YES Auxiliary color buffers YES glCopyPixels YES, fp16 Accumulation buffer YES Alpha test YES Fixed-function fragment processing YES Automatic mipmap generation YES Texture borders YES Texture GL_CLAMP wrap mode
101. What got ( er, didn’t get ) deprecated? Feature Hardware accelerated Best advice : Overwhelming majority of deprecated features are fully hardware-accelerated by NVIDIA GPUs and their drivers so take advantage of them—they aren’t going away Think of these features as what you lack in Direct3D YES Color material No, but could be by Fermi Evaluators No, but selection could be Selection and feedback modes Highly optimized by NVIDIA, fastest way to send geometry Display lists Ignored, always fastest + nicest Hints No Attribute stacks