A crude benchmark of the new OpenGL tessellation shaders, using the utah teapot.
The teapot (made out of bezier patches as usual) is rendered at various subdivision levels, with the framerate being visible thanks to frapix.
On the left, the bezier patches are being evaluated at the various subdivision levels in the CPU, and the final quads are passed to OpenGL for drawing. On the right side, the bezier patches are tessellated and evaluated on the GPU, with the new programmable tessellation control and tesselation evaluation shader stages of the OpenGL pipeline (ARB_tessellation_shader).
Public domain source code. Also see notes at the end.
subdiv | CPU bezier eval | GPU bezier eval |
---|---|---|
1 | ||
2 | ||
4 | ||
8 | ||
16 | ||
32 | ||
64 |