
2
I
Bandwidth-Efficient Procedural
Meshes in the GPU via
Tessellation
Gustavo Bastos Nunes and Jo˜ao Lucas
Guberman Raza
2.1 Introduction
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 con-
sumption 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 pro-
cedural scenarios into a new one: procedural meshes in