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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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.. | ||
clustered_forward.wgsl | ||
fog.rs | ||
fog.wgsl | ||
forward_io.wgsl | ||
light.rs | ||
mesh.rs | ||
mesh.wgsl | ||
mesh_bindings.rs | ||
mesh_bindings.wgsl | ||
mesh_functions.wgsl | ||
mesh_types.wgsl | ||
mesh_view_bindings.rs | ||
mesh_view_bindings.wgsl | ||
mesh_view_types.wgsl | ||
mod.rs | ||
morph.rs | ||
morph.wgsl | ||
parallax_mapping.wgsl | ||
pbr.wgsl | ||
pbr_ambient.wgsl | ||
pbr_bindings.wgsl | ||
pbr_fragment.wgsl | ||
pbr_functions.wgsl | ||
pbr_lighting.wgsl | ||
pbr_prepass.wgsl | ||
pbr_prepass_functions.wgsl | ||
pbr_transmission.wgsl | ||
pbr_types.wgsl | ||
rgb9e5.wgsl | ||
shadow_sampling.wgsl | ||
shadows.wgsl | ||
skin.rs | ||
skinning.wgsl | ||
utils.wgsl | ||
view_transformations.wgsl | ||
wireframe.wgsl |