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Efficiently creating large geometry on GPU using Compute Shaders

Discussion in 'Shaders' started by Max231, Mar 19, 2017.

  1. Max231

    Max231

    Joined:
    Dec 23, 2013
    Posts:
    22
    Hi everyone!
    Does somebody of you has experience with creating procedural geometry on the GPU? I am trying to generate terrain and want to avoid the CPU bottleneck by generating the geometry in a compute shader. But I'm curious about this given that Geometry Shaders seem to be very slow and aren't recommended for large sets of geometry.