Jarkko Lempiainen
Jarkko Lempiainen
Currently we support UV-coordinate quantization only with fixed factor to reduce storage to e.g. 16 bits per channel. However, this limits both precision and UV-range. By calculating UV-bounds (for each...
By sorting the meshlet by their visibility cone angle causes the mesh to be rendered roughly from outside to inside. This preprocessing step helps with the run-time rendering performance by...
Currently the meshlets are created greedily, by expanding the generated meshlet by adding the next "best triangle" adjacent to the generated meshlet. "The best triangle" is currently defined based on...
Visibility cones are currently created by evaluating from which directions each meshlet is visible and fitting a cone per meshlet to these view directions. This accounts for mesh self-occlusion of...
The meshlets are created with a greedy algorithm, which tries to locally optimize each meshlet. This may lead to suboptimal global result and it might be better to reassign some...
Meshlets are created by greedily adding the next "best" triangle to the meshlet that's connected to the current meshlet. However, if there are no adjacent triangles available for a meshlet...
If a meshlet isn't visible from any angle it could be removed from the mesh. This task is about optimizing the mesh by adding an option to the library and...