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# 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> |
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.. | ||
3d_scene.rs | ||
3d_shapes.rs | ||
3d_viewport_to_world.rs | ||
animated_material.rs | ||
anti_aliasing.rs | ||
atmospheric_fog.rs | ||
blend_modes.rs | ||
bloom_3d.rs | ||
deferred_rendering.rs | ||
deterministic.rs | ||
fog.rs | ||
generate_custom_mesh.rs | ||
irradiance_volumes.rs | ||
lighting.rs | ||
lightmaps.rs | ||
lines.rs | ||
load_gltf.rs | ||
meshlet.rs | ||
orthographic.rs | ||
parallax_mapping.rs | ||
parenting.rs | ||
pbr.rs | ||
reflection_probes.rs | ||
render_to_texture.rs | ||
shadow_biases.rs | ||
shadow_caster_receiver.rs | ||
skybox.rs | ||
spherical_area_lights.rs | ||
split_screen.rs | ||
spotlight.rs | ||
ssao.rs | ||
texture.rs | ||
tonemapping.rs | ||
transmission.rs | ||
transparency_3d.rs | ||
two_passes.rs | ||
update_gltf_scene.rs | ||
vertex_colors.rs | ||
wireframe.rs |