4 ms·
Basically unrelated. He's using geometry shaders to generate voxel mesh details-- perhaps with some LOD optimizations, while Nanite is a GPU-driven rendering te
by Scaevolus 2y ago
Basically unrelated. He's using geometry shaders to generate voxel mesh details-- perhaps with some LOD optimizations, while Nanite is a GPU-driven rendering technology that adapts triangle density to aim for a given fidelity target.
Nanite can use displacement maps and perform tessellation, but it uses an alternate pathway that's not necessarily more efficient than feeding it a high-poly asset to render.
- nicebyte 2y agoI'd be very surprised if they were actually using geometry shaders (at least this conclusion can't be drawn from their post). Geom shaders are basically dead weight, a holdover from a bygone time, and are better avoided for modern renderers. The techniques they're drawing on mentioned in the post - parallax mapping, shell mapping - do not generate explicit geometry, rather they rely on raymarching through heightfields in the frag shader. It's more likely that they're doing something like that.
- scheeseman486 2y agoParallax mapping breaks on the edges of polygons though, while this technique seems to actually add geometry since the edges of surfaces are appropriately detailed and bumpy.
- Scaevolus 2y agoErr, right, they're doing the transformations CPU-side. The blog hints that it's related to shell maps, so maybe the new mesh geometry is densest on the sharp edges?