Meshlet tracking issue
- Dominant language
- Rust
- Stars
- 48.2k
- Forks
- 4.8k
- 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
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Assessment
This issue has not been assessed yet.