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Have you thought about adding level-of-detail and meshlet hierarchies? I think that's where the real magic of this technique lies. Basically that means halving the resolution of each meshlet and combining it with neighbors so you have a tree that gets evaluated on the GPU, and it drills down to whatever level of detail is appropriate given the viewing distance.
The text was updated successfully, but these errors were encountered:
Have you thought about adding level-of-detail and meshlet hierarchies? I think that's where the real magic of this technique lies. Basically that means halving the resolution of each meshlet and combining it with neighbors so you have a tree that gets evaluated on the GPU, and it drills down to whatever level of detail is appropriate given the viewing distance.
The text was updated successfully, but these errors were encountered: