jglrxavpok, to GraphicsProgramming French
@jglrxavpok@mastodon.gamedev.place avatar

Et voilà!

New article in my ongoing Recreating Nanite series: Mesh shader time!

https://jglrxavpok.github.io/2024/05/13/recreating-nanite-mesh-shader-time.html

  • May contain trace amounts of GPU Traces.

gpuopen, to random
@gpuopen@mastodon.gamedev.place avatar

Part 4 of our blog series has arrived, to complement our recent session.

🌿 Learn all about procedural grass rendering in our NEW joint blog with researchers at Coburg University 🌿

https://gpuopen.com/learn/mesh_shaders/mesh_shaders-procedural_grass_rendering/?utm_source=mastodon&utm_medium=social&utm_campaign=meshshaders

olorin99, to GraphicsProgramming
olorin99 avatar

Adding backface and microtriangle culling cut the frame time from 17ms to 7ms. Scene has 900 stanford bunnies each with 69 thousand triangles for a total of 62 million triangles reduced to 6 million.

olorin99, to GraphicsProgramming
olorin99 avatar

Debugging mesh shaders. Yay!

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