125000 Triangles & Still Smooth

A few months ago I played with an idea of creating 3D illusion from an image and its depth map. First versions were based on displacement maps (custom implementation in pixel bender) and later I used common 3D engines to transform image into a 3D model. With software rendering I hit fps limit somewhere around 10000 triangles, what is like 70×70 segments per plane. Now if your source image is something like 700×700 pixles, the fragmentation is 10px per segment, that is not enough details for me
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Luckily, Adobe introduced Molehill a GPU-accelerated 3D API and I was curious about where the limits of this are. While Away3D already released its molehill version, I have transformed existing 3ddm Away3D version what literally was just like 10 lines of code.


