ABSTRACT

Memory bandwidth is still a major bottleneck in current off-the-shelf graphics pipelines. To address that, one of the common mechanisms is to replace bus consumption for arithmetic logic unit (ALU) instructions in the GPU. For example, procedural textures on the GPU mitigate this limitation because there is little overhead in the communication between CPU and GPU. With the inception of DirectX 11 and OpenGL 4 tessellator stage, we are now capable of expanding procedural scenarios into a new one: procedural meshes in the GPU via parametric equations, whose analysis and implementation is the aim of this article.