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This tutorial explains how to use NVIDIA’s geometry shaders extensions to the OpenGL Shading Language (available for the GeForce 8 Series). A geometry shader begins with a single primitive (point, line, triangle). It can read the attributes of any of the vertices in the primitive and use them to generate new primitives. A geometry shader has a fixed output primitive type (point, line strip, or triangle strip) and emits vertices to define a new primitive. A geometry shader can emit multiple disconnected primitives. The primitives emitted by the geometry shader are clipped and then processed like an equivalent OpenGL primitive specified by the application. A Windows demo is included.