
2
I
Introducing the Programmable
Vertex Pulling Rendering Pipeline
Christophe Riccio and Sean Lilley
2.1 Introduction
We believe that today’s GPUs provide us high computing power and enough
bandwidth to create scenes with much higher complexity than what is currently
found in most real-time applications. Unfortunately, scene complexity is mainly
bound by the CPU, which limits the number of draw calls an application can
submit per frame.
In this chapter we introduce what we call the Programmable Vertex Pulling
Rendering Pipeline, which aims to remove the CPU bottleneck by moving more
tasks onto the quickly evolving GPU (Figures 2.1 and 2.2). With this design, ...