Remove Culling Remove Polygon Remove Simulation
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Realistic Lighting in Justice with Mesh Shading

Nvidia

Soon we found we can combine Mesh Shaders with auto-generated LODs to achieve almost only-resolution-relevant rendering complexity, instead of polygon number. It lacks the ability to process mesh in a coarser grain than triangle, like meshlet culling. With MeshShaders, the culling algorithms we use can be of great flexibility.

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Godot's new renderer, progress report #2

Mircosoft Game Dev

Improve Culling: Portals (rewrite as polygon-based) and Rooms. It works well to simulate cloth or Mario-Galaxy style art. This parameter is used to simulate surfaces that reflect the light internally, such as skin, rubber, marble, milk, soap, wax, etc. TODO for Milestone #3 (December 2016). Add Layered/Stencil rendering.

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