1. software rasterizer
- at least as far as possible given the current state of WGSL
- Culling on both per-instance and per-meshlet basis
- textures per-vertex normal
메시 전처리 - 웹 어셈블리
→ 메샵타이머 + METIS
atomic<u64>
2. octahedron-encoded
2 * u8 == 32bit
3. 오큘루전 컬링
- depth pyramid
4. meshoptimizer
- OSS implementation
- meshlet generation
5. IMT
- frustum
- occlusion culling
- if early-z
- backface culling and ofc
6. Vertex position quantization (vec2u), octahedron encoded normals (vec2f)
7. visibility buffer
limitation atomic<u64>
. . .
8. simplify vertex count
255 limit
clusterizer internally sentinel ??
댓글 0