17 skills found
Scthe / Nanite WebgpuUE5's Nanite implementation using WebGPU. Includes the meshlet LOD hierarchy, software rasterizer and billboard impostors. Culling on both per-instance and per-meshlet basis.
JarkkoPFC / MeshleteChop 3D objects to meshlets
cg-tuwien / Auto Vk ToolkitGetting serious about Vulkan development with this modern C++ framework, battle-tested in rapid prototyping, research, and teaching. Includes support for real-time ray tracing (RTX), serialization, and meshlets.
Senbyo / MeshletmakerCollection of meshlet generation algorithms
Delt06 / Aaaa Rp🌟 A Scriptable Render Pipeline (SRP) featuring modern high fidelity rendering techniques.
Delt06 / Dx12 RendererA DirectX 12 renderer featuring Deferred and Forward rendering paths, PBR, various post-processing effects, and more.
expenses / LighthuggerVulkan meshlet + visibility buffer renderer
NVlabs / MeshletsNo description available
pettett / MultiresAn implementation of multiresolution (Nanite/Meshlet) style rendering in Rust and Vulkan.
crocdialer / Vierkantvierkant is a Vulkan based rendering library written in C++20
BoyBaykiller / Meshoptimizer.NETMeshoptimizer bindings for C#. With NuGet package
StarsX / MSFallbackMeshlet culling by a layer of interface with amplification-shader and mesh-shader fallback implementations using compute and vertex shaders. All API calls are unified with the fallback layer, and the native and fallback paths can be switched by EnableNativeMeshShader().
StarsX / MeshShaderSimple mesh-shader sample that auto-renders VB with IB to meshlets.
JolifantoBambla / TrichiGenerates triangle cluster hierarchies for per-cluster LOD selection & rendering
FastestMolasses / Meshlet ProcessingConvert meshes to Bevy meshlets
AShevchenko-23 / SGLibSGLib is a graphics middleware library for C/C++. Based on D3D12 it provides APIs close to D3D11 in a couple with feautures and capabilities of modern hardware, like ray tracing, async compute, async scheduling, meshlet shading, variable rate shading etc.
knnyism / KyneticRenderer with an implementation of GPU-driven rendering, culling techniques, meshlets and hierarchical LODs