Which is faster: creating a detailed mesh before execution or tessellating?

Posted by Nick Udell on Stack Overflow See other posts from Stack Overflow or by Nick Udell
Published on 2012-04-08T23:25:29Z Indexed on 2012/04/08 23:29 UTC
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For simplicity of the problem let's consider spheres. Let's say I have a sphere, and before execution I know the radius, the position and the triangle count. Let's also say the triangle count is sufficiently large (e.g. ~50k triangles).

Would it be faster generally to create this sphere mesh before hand and stream all 50k triangles to the graphics card, or would it be faster to send a single point (representing the centre of the sphere) and use tessellation and geometry shaders to build the sphere on the GPU?

Would it still be faster if I had 100 of these spheres in different positions? Can I use hull/geometry shaders to create something which I can then combine with instancing?

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