point cloud rendering and filling algorithm (no geometry instanced etc)
Would be good to have a gpu filling algorithm for point clouds. This could negate the need for topology, uv maps, and save a lot of memory. Materials could also be applied on a per points level using vertex paint, sculpting would no longer require dynamic remeshing etc.
Check this video out to see what I mean (particularly the filling algorithm at around 46 seconds):
Must be a good idea, just found that sony bought the company who made nurulize last year:
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