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A-RenderingDrawing game state to the screenDrawing game state to the screenC-FeatureA new feature, making something new possibleA new feature, making something new possible
Description
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
I0x4dI, NotAFile, jmatsushita, Doltramir, rewin123 and 18 moredimatosaurus, roland-5, nfranck-toonboom, I0x4dI, luizgabriel and 9 more
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A-RenderingDrawing game state to the screenDrawing game state to the screenC-FeatureA new feature, making something new possibleA new feature, making something new possible