
160 II Rendering Techniques
648164816481648164
460 GTX Simple
460 GTX Roughness
6990 GTX Simple
6990 GTX Roughness
8164816481
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1K 2K 4K 8K 16K 32K 64K
Triangles per Second
(Millions)
Pixels per Edge
Figure 10.12. Triangles per second on both LOD methods, with terrain sizes up to 64K.
The throughput of primitives created by the tessellation primitive generator stage
has much higher values when using the roughness approach, particularly as the ter-
rain grows larger. This is the price to pay for having higher fidelity to the original
model, but it also suggests that our implementation might be too conservative.
Regarding the number ...