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Description
This ticket is to track ideas/known solutions to GPU-driven.
Vulkan-Extensions
- VK_NV_mesh_shader
https://www.geeks3d.com/20200519/introduction-to-mesh-shaders-opengl-and-vulkan/
https://on-demand.gputechconf.com/siggraph/2018/video/sig1811-3-christoph-kubisch-mesh-shaders.html
http://vbomesh.blogspot.com/2018/09/meshlets.html - vkCmdDrawIndexedIndirect
https://vkguide.dev/docs/gpudriven/draw_indirect/ - VK_EXT_conditional_rendering
https://www.saschawillems.de/blog/2018/09/05/vulkan-conditional-rendering/
Known production solutions
- Assassins creed
https://advances.realtimerendering.com/s2015/aaltonenhaar_siggraph2015_combined_final_footer_220dpi.pdf - AMD: March of the froblins
https://developer.amd.com/wordpress/media/2013/01/Chapter03-SBOT-March_of_The_Froblins.pdf - Frostbite
https://frostbite-wp-prd.s3.amazonaws.com/wp-content/uploads/2016/03/29204330/GDC_2016_Compute.pdf - Nanite
https://www.elopezr.com/a-macro-view-of-nanite/
https://advances.realtimerendering.com/s2021/Karis_Nanite_SIGGRAPH_Advances_2021_final.pdf
Current idea
Use VK_NV_mesh_shader as starting point. And build some emulation layer to enable mesh-shader on wider range of hardware.
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