bevyengine / bevyengine/bevy

Meshlet tracking issue

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#11,518 0 comments 37 reactions 1 assignee Claimed by @JMS55 View on GitHub
A-Rendering C-Feature
Dominant language
Rust
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Forks
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Avg merge
3d 22h
Merged PRs (30d)
161

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

Contributor guide

Open the contributing guide

Assessment

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