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Because it's a deeply integrated part of virtualized geometry. You could just cull an entire object, but the larger the associated geometry, the more unnecessa
by andrewmcwatters 2y ago
Because it's a deeply integrated part of virtualized geometry.
You could just cull an entire object, but the larger the associated geometry, the more unnecessary geometry you keep out of the viewport. This defeats a large selling point of virtualized geometry. It's not just about clustering and simplifying meshes from an extremely high detailed source, but also rendering the portions that are actually important.
That being said, this implementation is very cool as it stands. It addresses arguably the most important actual parts of virtualized geometry, I think.