bevy/crates/bevy_pbr/src/prepass
JMS55 4f20faaa43
Meshlet rendering (initial feature) (#10164)
# 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.


![image](https://github.com/bevyengine/bevy/assets/47158642/cb2aaad0-7a9a-4e14-93b0-15d4e895b26a)

![image](https://github.com/bevyengine/bevy/assets/47158642/7534035b-1eb7-4278-9b99-5322e4401715)

# 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>
2024-03-25 19:08:27 +00:00
..
mod.rs Meshlet rendering (initial feature) (#10164) 2024-03-25 19:08:27 +00:00
prepass_bindings.rs Keep track of when a texture is first cleared (#10325) 2023-12-31 00:37:37 +00:00
prepass_bindings.wgsl Swap material and mesh bind groups (#10485) 2023-11-28 22:26:22 +00:00
prepass_io.wgsl Implement lightmaps. (#10231) 2024-01-02 20:38:47 +00:00
prepass_utils.wgsl StandardMaterial Light Transmission (#8015) 2023-10-31 20:59:02 +00:00
prepass.wgsl Update to wgpu 0.19 and raw-window-handle 0.6 (#11280) 2024-01-26 18:14:21 +00:00