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Wow, I can't remember the last time I read a project summary with so much jargon - I literally didn't understand anything: > UE5's Nanite implementation using
by smartmic 2y ago
Wow, I can't remember the last time I read a project summary with so much jargon - I literally didn't understand anything:
> UE5's Nanite implementation using WebGPU. Includes the meshlet LOD hierarchy, software rasterizer and billboard impostors. Culling on both per-instance and per-meshlet basis.
- goodcjw2 2y agoGuess this really shows how much domain specific knowledge in the Computer Graphics... Yet still, this post is now ranked top 1 on HN.
- deleted 2y ago[deleted]
- bogwog 2y agoUE5 Nanite -> https://dev.epicgames.com/documentation/en-us/unreal-engine/nanite-virtualized-geometry-in-unreal-engine https://dev.epicgames.com/documentation/en-us/unreal-engine/... WebGPU -> https://developer.mozilla.org/en-US/docs/Web/API/WebGPU_API https://developer.mozilla.org/en-US/docs/Web/API/WebGPU_API Meshlet -> https://developer.nvidia.com/blog/introduction-turing-mesh-shaders/ https://developer.nvidia.com/blog/introduction-turing-mesh-s... LOD -> https://en.wikipedia.org/wiki/Level_of_detail_(computer_graphics) https://en.wikipedia.org/wiki/Level_of_detail_(computer_grap... Software rasterizer -> https://en.wikipedia.org/wiki/Rasterisation https://en.wikipedia.org/wiki/Rasterisation ("software" means it runs on the CPU instead of GPU) Billboard imposters -> https://www.alanzucconi.com/2018/08/25/shader-showcase-saturday-7/ https://www.alanzucconi.com/2018/08/25/shader-showcase-satur... Culling -> https://en.wikipedia.org/wiki/Hidden-surface_determination https://en.wikipedia.org/wiki/Hidden-surface_determination
- nicebyte 2y ago> ("software" means it runs on the CPU instead of GPU) no, in this context it means that the rasterisation algorithm is implemented in a compute kernel, rather than using the fixed hw built into the gpu. so rasterization still happens on the gpu, just using programmable blocks.