Meshlet Rendering Using the Direct3D 12 Mesh Shading Pipeline
Anishva BARDHAN
Software Development
Meshlet Rendering Using the Direct3D 12 Mesh Shading Pipeline
My fascination with low-level graphics programming and modern rendering techniques led me to explore the emerging capabilities of mesh shaders and meshletbased rendering in DirectX 12. As the industry moves toward increasingly GPUdriven workflows, meshlets present a compelling evolution— simplifying the traditional vertex processing pipeline while offering greater performance and flexibility.
Motivated by this shift, I dedicated approximately 370 hours to developing a custom GPU-driven rendering system using DirectX 12. My work centers on mesh and amplification shaders, with a focus on meshlet generation, instancing, and GPUbased culling techniques. I implemented frustum culling, backface culling, and a two-pass occlusion culling pipeline— all executed using amplification and mesh shaders. These methods significantly reduce CPU-GPU communication and maximize
parallelism on modern hardware. The result is a flexible, high-performance rendering framework that embodies the future of real-time graphics, reflecting how nextgeneration engines can more effectively leverage the full capabilities of the GPU.
What especially reinforces the relevance of this work is its adoption in AAA production environments. Assassin’ s Creed Shadows, developed by Ubisoft, integrates mesh shaders to efficiently manage dense world geometry and deliver richly detailed open-world environments. Similarly, Alan Wake 2 by Remedy Entertainment leverages meshlet-based rendering in its Northlight Engine to support highly detailed environments, dynamic lighting, and cinematic visuals at next-gen fidelity. These real-world examples validate how meshlet technology is already enhancing performance and visual quality in shipped games.
64 SOFTWARE DEVELOPMENT