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"Some thoughts on Unreal 5's Nanite - in way too many words"

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Blogger Bo said...

Pretty interesting. I've also been thinking about the magic behind this. If the triangles are really pixel-sized, we no longer have to care about textures. It can be useful to help create patches at variable resolutions like you pointed out, but then it's more of a geometry compression thing.
Also, maybe we could ditch triangles altogether. We could render as point clouds or voxels.
A bonus for voxels is that you can directly reuse it for cone-traced GI. Then there's the whole thing about animations: you either bake triangles on the fly or need tons of pre-baked frames that can't blend together, or do ragdoll.
Anyway, their thing is probably much more boring in reality as it's supposed to be able to scale down all the way to mobile.

June 10, 2020 at 6:12 PM

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