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Billions of triangles in minutes

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Billions of triangles in minutes

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.

As this was too Unreal Engine specific for me, I couldn’t really experiment much with this - but then, in early September, NVIDIA released an update to their vklodclusters open-source sample, that - among other things - featured Zorah scene as a glTF file. Naturally, this piqued my curiosity - and led me to spend a fair amount of time to improve support for hierarchical clustered LOD in meshoptimizer.

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