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  1. Sep 19, 2012 · As you say, triangles just have advantages that make them convenient to use. GPUs can be made (and have been made) to render other primitives natively, but it's just not really worth it. If you tell a modern GPU to render a quad, it splits it up into two triangles and renders those.

  2. These are primarily optimizations, as they require less communication between the CPU and the GPU to draw the same amount of triangles. After that, we can provide a list of sets of 3 vertices which should make up each triangle. Every triangle uses 3 coordinates (as we're in 3D-space).

  3. Any rectangle can be made out of two triangles, and using only triangles simplifies the rest of the render pipeline, letting you increase the number of cores you can put on a GPU with the same die area. You don't have to make extra versions of the same software and hardware to cover different shapes.

  4. The answer is no, no computer (with a GPU or without) can ever render a perfect circle on a raster display (it can't render a perfect triangle either by the way). A vector display (like an oscilloscope) can do it, but most home computers aren't equipped with those, and they have numerous other problems.

  5. Aug 11, 2023 · This is exactly what the graphics device is doing - using a technique called backface culling to only draw triangles that are facing the camera (which eliminates around half the triangles in the scene).

  6. Apr 18, 2022 · Let's take a dive into the new graphics API, WebGPU, and draw a triangle together. The goal for this week is to render a single triangle using WebGPU and understand the concept of the render pipeline a bit more. WebGPU’s API is based more on graphics APIs such as Vulkan and Metal than on OpenGL. That’s why we don’t call it “WebGL 3.0”.

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  8. Jan 23, 2016 · For each of major vendor's latest GPU architectures, is there a clear maximum "triangles/second" bottleneck? If so, what is it architecturally and what is the performance?

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