krupitskas
Joined 6 years ago
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77
Submissions
4
Member since
Nov 13
Joined 6 years ago
I tried to keep it practical: not a deep dive, but a broad overview of the main methods, tradeoffs, and how they fit together in a real renderer.
Frustum culling, occlusion, GPU-driven rendering, meshlets, Nanite, light culling, etc.