Game Development Reference
The “Geometry Manipulation” section of the topic 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 real-time terrain subdivision and
rendering of vast detailed landscapes without preprocessing data on the CPU. It
also achieves smooth level of detail transitions from any viewpoint.
The last article in the section “A WebGL Globe Rendering Pipeline” describes
a globe rendering pipeline that integrates hierarchical levels of detail (HLOD)
algorithms used to manage high resolution imagery streamed from standard map
servers, such as Esri or OpenStreetMap. All the techniques described in the
article are used in Cesium, http://cesium.agi.com , an open source WebGL globe
and map engine.