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What differentiates the geometry shader from the other shaders?
Vertex and pixel shaders get one vertex at a time, but the geometry shader operates on the entire primitive (3 or 4 vertices) at once.
Vertex/pixel are fixed output/input (turn one data into another), geometry shader is variable output/input (can create new vertice, do smth with triangle, whatever)
T/F: Geometry shader is optional
True
Geometry shader is the last shader before…
rasterizer
T/F: Geometry shader improves line-on-polygon shading
True, this helps get rid of z-fighting
What is possible when a single primitive can access its neighbors? What makes this possible?
Geometry shader allows for cartoon shading and silhouette edge shading
T/F: Geometry shader provides information to the pixel shader
True
What is quad split? Issues with it? Solution?
A quadrilateral has diagonal drawn through it and rasterized as two triangles, and each part is rendered separately.
Get shading/texture artifacts (doesn’t look continuous) because edges of the object can become degenerate (i.e. the tip of a cone, all the edges are squashed together)
surface normals at tip are also irregular/almost undefined
Solution: Use geometry shader to get all 4 vertices at same time (quad is a quad rather than 2 separate triangles) to apply barycentric coordinates