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SUMMARY:Multiresolution Mesh Rendering Engine - Practicalities and Perform
 ance -  Maxwell Pettett\, Univ. of Cambridge
DTSTART:20240425T130000Z
DTEND:20240425T140000Z
UID:TALK216259@talks.cam.ac.uk
CONTACT:Rafal Mantiuk
DESCRIPTION:[CESCG practice talk] \n\nA multiresolution mesh is a structur
 e that allows multiple levels of resolution of a mesh to be sampled in dif
 ferent regions. They are used to accelerate the construction of view-depen
 dent Levels of Detail (LODs) for real-time rendering\, generally for compl
 ex objects that may span large depths (e.g. terrain). Nanite\, introduced 
 in Unreal Engine 5\, is an example of a full multiresolution pipeline. We 
 describe our mesh-shader based multiresolution rendering engine in Vulkan\
 , with two implementations to extract view dependent LODs. The first imple
 mentation is based on the approach established by Nanite. Our alternative 
 implementation has no intermediate buffers at the cost of less fine-graine
 d control over regions of the multires-\nolution we explore. We finally ev
 aluate the two methods\nagainst each other and traditional LOD chains\, em
 phasis\ning practicality and performance.\n\nZoom link: https://cam-ac-uk.
 zoom.us/j/87633156881?pwd=ck9pR3YvdThSTHV4Ny8waXVQa3FYdz09\n
LOCATION:SS03 - William Gates Building
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