Well, GPU should get smarter. Recently it figured out how to tessellate primitives. There is a evolution here
I'm not talking about 1 tetrahedron. I'm talking about a mesh made of thousands of tetrahedrons. Millions of tetrahedrons in frame.
So 2 pass approach is going to be inefficient.
My first usage of tetrahedrons is real-time ambient occlusion & global illumination.
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