It started by explained how mesh shaders offer a more flexible alternative to the traditional geometry pipeline, allowing for more control on how to use the hardware to process the geometry. They can process any type of primitive, including quads, and can procedurally generate geometry in an efficient way – as discussed in our
procedural grass rendering blog (jointly written with Coburg University) released just after the session.
The presentation highlighted the importance of meshlet generation, and vertex and primitive export for good performance, and covered how mesh shaders can lead to more opportunities for compression.
There was discussion on the future of the geometry pipeline, particularly with mesh shaders coming to GPU work graphs (the Advanced Graphics Summit session above!) and ended with a note on performance considerations.