UE5's Nanite implementation using WebGPU. Includes the meshlet LOD hierarchy, software rasterizer and billboard impostors. Culling on both per-instance and per-meshlet basis. - Scthe/nanite-webgpu| GitHub
A data structure that comes up fairly often when working with graphs or graph-like structure is a jagged array, or array-of-arrays. It’s very simple to build it out of standard containers but that’s often a poor choice for performance; in this post we’ll talk about a simple representation/construction code that I found useful across multiple different projects and domains. Crucially, we will focus on immutable structures - ones that you can build in one go from source data and then cont...| zeux.io
When working with mesh shaders to draw meshes, you need to split your source geometry into individual units called meshlets. Each meshlet would be processed by one mesh shader workgroup, and when compiling this mesh shader you need to specify the maximum number of triangles and vertices that the meshlet contains. These numbers are subject to some hardware limits. On current drivers, AMD, Intel and NVidia expose limits of 256 triangles and 256 vertices through EXT_mesh_shader Vulkan extension,...| zeux.io