Project: Working out the details If you really want to do something, let me know! Geometry shaders, further examples: Since lab actually took a while this time Adding branch thickness to the tree Adding fruit to the tree How about both fruit AND branches with actual thickness? It would be good to know how far along we are (junction or fruit) An easy way that increases realism anyway: Terminal branches are short Another way: Fruit is a separate point cloud Dropping the fruit: We just have to know how far down it ought to be at any given point In some cases, using a geometry shader can be slow Don't make a lengthy geometry shader program with few invocations Memory and caching: All primitives have to be cached, then rasterized - So, it's not a free pass to make all the geometry you please! LOD and tesselation: Probably next time, or in not all that long anyway tesselation and later compute shaders took some of the roles intended for geometry shaders Class topics in the near future: tesselation shaders feedback compute shaders