Meshlet (Mesh shader) for blender
The polycounts is a horrible invention, to be able to override, we have invented, the Bake and the normal maps! in the shortest time, thanks to our technologies, we know how to do better with just 4 steps:
- Culling
- Instancing
- Instancing culling
- LOD Dynamic selection
With meshlet which has been integrated since 2021 into all DX3D 12 ULTIMATE, VULKAN and openGL drivers, we are all able with a graphics card to start this technology which is open to us and which has only strong points for Static Mesh, in terms of visualization and rendering!
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My 2 options to integrate this blender system:
Choice 1
Replace the Viewport camera entity with a brand new camera that integrates this API which is NATIVE Under directX 12 ultimate since 2021.
Choice 2
Creation of a new APPENDIX camera system, to be used only for visualization and rendering, always implementing the MESHLET system within the source code of the camera, with the possibility of modifying the number of Vertex per cluster (Base vertices by cluster = 64, shape use = TRI)
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The strong points of such integration: Generation speed End of Poly Counts End of normals Maps High details Less Lags Fairly simple integration via a new camera
The weak spoints present: No support On Skeletal Mesh (for now).
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Conclusion;
this is the best possible integration to end polycounts and help less powerful computers load a lot of geometry, and render topologies faster without impacting the quality or detail of any object.
My study with technic détails and source for more détails ! : docs.google.com/document/d/1OItpZ1J8qbuNQw4p0CJ9mmyHaZfhQVKwRIHfeF-Qox4/edit
SIMILAR TECHNO :
- AMD GEOMETRY FX / MESH PRIMITIVES (PS5 :/ XBOX )
- UE5 NANITE
- MESHLET(MESH SHADER)
you can find a lot of demo on google and Github: this is very good ! and he explain the LOD and how Meshlet works !
developer.nvidia.com/blog/using-turing-mesh-shaders-nvidia-asteroids-demo/
13 Comments
I think it's a good deal :) Let's seen what blender foundation think ^^
Brotha, you know a branch is already write it's called "EEVEE-REWRITE" To be honnest for my own i think this function will be added when eevee was fully rewrite (EEVEE2 ? EVEE ?... ??) and when blender 3.1 go out i think the job will be done about this function in it. and Blender gonna do execute a lot of big topology ! let's see it !
probabbly yes in new eevee ^^
I wish I could upvote twice or more, this feature is the most needed feature, better than usual LOD that is made for game. It is a feature needed to keep blender the industry standard (and not ue5). CycleX is good, but i think CycleX with World-space Spatiotemporal Reservoir Reuse , Meshlet, and Real-Time-Compositor and you have nextgen blender 4.0 that outstand all other app !
blender isnt running on dx12 though its running on old opengl, and not even the newest one.. thats the reason eevee features are halted atm imo.
the switch to vulkan has to be made first. then it will evolve from there.
i just let's check it now and OPENGL / GLSL Is supported dude :)
But for real idk if the blender GL is the most recent vers
My bad not in 3.0.... but for sure in 3.1 ?
Well, OTOY just announced Octane 2023 is going to support meshlets. This sets Blender back, it's sad because Blender was ahead of the pack with real time and eevee.
The future of GPU rendering is going to be about streaming geometry and getting faster hard drives. Please plan on implementing meshlets! I just migrated to Blender a few months ago.
docs.google.com/presentation/d/18MWCPDdKr8_NiEUL9g5gwFvIeiKnoqz8BtvhmleizI4/edit
Any news, where was this slide about, a talk ?
I want this in blender very soon
hey dude, i'found.a similar thin expect is for unity i think ! It's the same system with the same Occlusion culling, LODS, cluster tri, cluster culling etc... here github.com/ellioman/Indirect-Rendering-With-Compute-Shaders/tree/master/Gifs Go check it !
i' just check it now, In fact yes it is 80% the same thing but older, I just have the impression that it does not split the original mesh in order to obtain a Much better LoD System to have more detail on the "Visible" faces, but otherwise apart from that (which is important anyway) the rest is exactly the same on the occlusion culling, backface culling; cluster culling etc etc ... Nice find!