
I
Geometry
Manipulation
The “Geometry Manipulation” section of the book focuses on the ability of graph-
ics processing units (GPUs) to process and generate geometry in exciting ways.
The next article “Introducing the Programmable Vertex Pulling Rendering
Pipeline” discusses one of the bigger challenges in game development targeting
PC platforms: the GPU driver overhead. By moving more tasks onto the quickly
evolving GPUs, the number of draw calls per frame can be increased. The article
gives also an in-depth view on the latest AMD GPUs.
The first article in this section “GPU Terrain Subdivision and Tessellation”
presents a GPU-based algorithm to perform ...