Nanite is Unreal’s implementation of a similar thing. The README even links to Unreal’s implementation in the references section.
"This library serves as a quick placeholder or learning tool, demonstrating the basics of creating continuous LOD data."
- continuous lod as this library does
- software rasterization for small single pixel triangles which reduces quad overdraw
- deferred materials (only material IDs and some geometry properties are written in the geometry pass to the gbuffers, which things like normal maps, base colour, roughness maps, etc being applied later with a single draw call per material)
- efficient instancing and batching of meshes and their mesh patches to allow arrows of objects to scale well as object count grows
- (edit, added later as I forgot) various streaming and compression techniques to efficiently stream/load at runtime and reduce runtime memory usage and bandwidth like vertex quantization etc.
Also the rendering component, which in addition to triangulating the cLOD data, also handles batching and optimisation of material draw calls, lighting and shadow casting, among other things.
In this context it reads as a verb (nvidia has open sourced nanite) not a noun (this is an open source version of nanite).
“Entity open-source project” is not an ambiguous statement.
It would need to be “Entity’s open source nanite clone” imo.
As it stands the title is pretty misleading.
For those interested in more on continuous LOD, here's a SIGGRAPH talk where they go into some of the why and how of Unreal's Nanite (similar continuous LOD system) here: https://youtu.be/eviSykqSUUw
https://github.com/nvpro-samples/vk_lod_clusters
I expect something along the lines of Mega Geometry will be standardized in DirectX and Vulkan eventually, but that takes time.
```
nvpro-samples/nv_cluster_lod_builder: continuous level of detail mesh library
```
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