🏆 We were thrilled and honored to win Best Paper at #VMV24 for "Towards Practical Meshlet Compression"

➕ We've just added another installment to our #meshshaders blog series - where we show you how to effectively use #mesh #shaders for compression ⬇️

https://gpuopen.com/learn/mesh_shaders/mesh_shaders-meshlet_compression/?utm_source=mastodon&utm_medium=social&utm_campaign=meshshaders

Meshlet compression - Mesh shaders on AMD RDNA™ graphics cards

We show how to diminish the memory footprint of meshlet geometry, thus both the index buffer and the vertex attributes. Decompression then happens on the fly on every frame in the mesh shader.

AMD GPUOpen

*Et voilà!*

New article in my ongoing Recreating Nanite series: Mesh shader time!

https://jglrxavpok.github.io/2024/05/13/recreating-nanite-mesh-shader-time.html

* May contain trace amounts of GPU Traces.

#customengine #solodev #graphicsprogramming #MeshShaders #Vulkan

Recreating Nanite: Mesh shader time

⚠️ This article is a short follow up on Recreating Nanite: Runtime LOD selection. You should read it before reading this article!

jglrxavpok’s blog

Part 4 of our #meshshaders blog series has arrived, to complement our recent #gdc2024 session.

🌿 Learn all about procedural grass rendering in our NEW joint blog with researchers at Coburg University 🌿

https://gpuopen.com/learn/mesh_shaders/mesh_shaders-procedural_grass_rendering/?utm_source=mastodon&utm_medium=social&utm_campaign=meshshaders

Procedural grass rendering - Mesh shaders on AMD RDNA™ graphics cards

The fourth post in our mesh shaders series takes a look at the specific example of rendering detailed vegetation.

AMD GPUOpen
Adding backface and microtriangle culling cut the frame time from 17ms to 7ms. Scene has 900 stanford bunnies each with 69 thousand triangles for a total of 62 million triangles reduced to 6 million.
#graphicsprogramming #vulkan #meshshaders #stanfordbunny #GraphicsProgramming