![]() # Objective - Implements a more efficient, GPU-driven (https://github.com/bevyengine/bevy/issues/1342) rendering pipeline based on meshlets. - Meshes are split into small clusters of triangles called meshlets, each of which acts as a mini index buffer into the larger mesh data. Meshlets can be compressed, streamed, culled, and batched much more efficiently than monolithic meshes.   # Misc * Future work: https://github.com/bevyengine/bevy/issues/11518 * Nanite reference: https://advances.realtimerendering.com/s2021/Karis_Nanite_SIGGRAPH_Advances_2021_final.pdf Two pass occlusion culling explained very well: https://medium.com/@mil_kru/two-pass-occlusion-culling-4100edcad501 --------- Co-authored-by: Ricky Taylor <rickytaylor26@gmail.com> Co-authored-by: vero <email@atlasdostal.com> Co-authored-by: François <mockersf@gmail.com> Co-authored-by: atlas dostal <rodol@rivalrebels.com> |
||
---|---|---|
.. | ||
cargo_features.md | ||
debugging.md | ||
linters.md | ||
linux_dependencies.md | ||
profiling.md | ||
release_checklist.md | ||
the_bevy_organization.md |