> Renders from center of screen, in clockwise spiral outward, if any pixels remain after 15ms I want to drop them (should only be peripheral, I'm OK with that in exchange for constant performance time).
GPUs get their performance from parallelism, and it has been a core defining feature that GPUs render pixels in 2x2 pixel squares calls "quads". This is a requirement for the traditional GPU graphics programming model. The GPU programming model does not mandate any sort of pixel ordering, and doing that will kill performance.
> Can add secondary orthogonal clipping triangles to each triangle, such that the clipping edge could be defined by a curve.
GPUs deal with triangles. Period. You cannot get arbitrary curved geometry. You could do this at the pixel shader, discarding pixels that don't meet the curve profile, but that's hard to make 3D, and you'll be relying on post-style AA (like FXAA), or analytic AA and blending. Maybe that's fine for you. But flatly declaring "I need to be able to do curved geometry" is refusing the last 25+ years of GPU development.
> Once it has associated these slow compute intensive simulations with the model, ideally we can swap in high-resolution smoke/fluid graphics in-game by only using a few low resolution particle "marker" calculations that then trigger substitutions for the model.
Realistic smoke/fluid graphics can exist (see NVIDIA's Flow), but you don't tend to see them in games because games prefer techniques that mesh with the lighting, art style, and interact with the environment (smoke that respects the ceiling, fluid that collides with the floor). For some meager effects it's possible to do collision with the depth buffer. The simulation part is honestly the easy part.
GPUs get their performance from parallelism, and it has been a core defining feature that GPUs render pixels in 2x2 pixel squares calls "quads". This is a requirement for the traditional GPU graphics programming model. The GPU programming model does not mandate any sort of pixel ordering, and doing that will kill performance.
> Can add secondary orthogonal clipping triangles to each triangle, such that the clipping edge could be defined by a curve.
GPUs deal with triangles. Period. You cannot get arbitrary curved geometry. You could do this at the pixel shader, discarding pixels that don't meet the curve profile, but that's hard to make 3D, and you'll be relying on post-style AA (like FXAA), or analytic AA and blending. Maybe that's fine for you. But flatly declaring "I need to be able to do curved geometry" is refusing the last 25+ years of GPU development.
> Once it has associated these slow compute intensive simulations with the model, ideally we can swap in high-resolution smoke/fluid graphics in-game by only using a few low resolution particle "marker" calculations that then trigger substitutions for the model.
Realistic smoke/fluid graphics can exist (see NVIDIA's Flow), but you don't tend to see them in games because games prefer techniques that mesh with the lighting, art style, and interact with the environment (smoke that respects the ceiling, fluid that collides with the floor). For some meager effects it's possible to do collision with the depth buffer. The simulation part is honestly the easy part.