Optimizing meshoptimizer to process billions of triangles in minutes (2025)
This article explores technical optimizations for processing billions of triangles in 3D rendering using the meshoptimizer library. It details the integration of hierarchical clustered LOD techniques to handle complex scenes like NVIDIA's Zorah demo.
Why it matters
Advancements in geometry processing are critical for the future of real-time raytracing and high-fidelity graphics in gaming and simulation industries.
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Early this year, NVIDIA released their new raytracing technology, RTX Mega Geometry , alongside an impressive Zorah demo . This demo was distributed as a ~100 GB Unreal Engine scene - that can only be opened in a special branch of Unreal Engine, NvRTX. The demo showcased the application of new driver-exposed raytracing features, specifically clustered raytracing, in combination with Nanite clustered LOD pipeline - allowing to stream and display a very highly detailed scene with full raytracing without using the Nanite proxy meshes that Unreal Engine currently generates for raytracing.
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