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 ??