SMU Guildhall Graduate Catalog — 2023 C31 CATALOG | Page 100

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Stern McGee
Software Development
Triangle Cluster Generation and Culling using the D3D12 Mesh Shading Pipeline
Modern video games are required to render scenes with increasing geometric complexity . Technology such as Nanite in Unreal Engine 5 supports scenes with object and triangle counts by orders of magnitude far greater than ever before . My project takes inspiration from Nanite by operating on triangle clusters , otherwise known as meshlets , and allowing artists to only worry about creating high poly meshes .
Culling at the mesh level requires the entire mesh to be invisible , whereas these culling techniques can cull clusters even with the mesh partially visible . Triangle culling at the finest level needs to balance time spent doing extra culling work , versus actual gains from culling . Meshlet culling provides a middle ground between the granularities of meshes and triangles . Culling techniques include frustum , back face , and two pass occlusion culling .
The goal of this project was to utilize fine granularity culling techniques on meshlets to save render time .
100 SOFTWARE DEVELOPMENT