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by flipgimble
1857 days ago
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I’m not an expert on this, but there seems to be a custom GPU renderer optimized for dense triangle meshes, with its own occlusion pass. The LOD is also calculated based on clusters, multiple per-mesh with way to fix seams between cluster at different levels. This works best with very dense meshes such as those from photogrammetry or zbrush sculpted. |
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