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Meshlet tracking issue #11518

@JMS55

Description

@JMS55

Current TODOs🔥:

  • Fix HIZ generation
  • Cleanup CPU code and improve CPU performance
  • Renaming the feature away from meshlets

Tooling:

  • Asset processor for mesh -> meshlet mesh conversion
  • Debug stats + visualizations
  • Docs

Materials:

  • UV arithmetic shader functions with derivative propagation
  • Compute-based material shading
  • Variable-rate shading (compute shader based)

Misc:

  • Single set of passes to render all views at once
  • Streaming
  • Meshlet triangle compression
  • Disk-oriented compression
  • Automatic quantization factor (read the gpuopen article)
  • UV-aware LOD selection
  • Normal and UV compression
  • Multi-mesh simplification with meshlets having more than 1 possible material

Low priority:

  • LOD bias for shadow views
  • Try to avoid the bounding sphere bloat from enforcing monotonic bounding spheres for LOD selection

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A-RenderingDrawing game state to the screenC-FeatureA new feature, making something new possible

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