3 ms·
I’m not an expert on this, but there seems to be a custom GPU renderer optimized for dense triangle meshes, with its own occlusion pass. The LOD is also calcula
by flipgimble 5y ago
I’m not an expert on this, but there seems to be a custom GPU renderer optimized for dense triangle meshes, with its own occlusion pass. The LOD is also calculated based on clusters, multiple per-mesh with way to fix seams between cluster at different levels. This works best with very dense meshes such as those from photogrammetry or zbrush sculpted.