Technical Projects
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Virtualised Geometry
GPU-driven hierarchical mesh rendering in Unity Engine
Implementation
The system combines an editor-side mesh preprocessing pipeline with GPU-based runtime processing. Cluster metadata is prepared ahead of time, while compute shaders handle runtime cluster selection and the renderer uses indirect drawing to submit the selected geometry.
Key components
Mesh preprocessing and cluster generation
Hierarchical cluster representation
GPU-driven visibility and level-of-detail selection
Indirect rendering in Unity