Understanding Vulkan Two Pass Gpu Occlusion Culling
Let's dive into the details surrounding Vulkan Two Pass Gpu Occlusion Culling. 0:00 - Flythrough with live
Key Takeaways about Vulkan Two Pass Gpu Occlusion Culling
- With and Without: First
- Reducing the amount of occluded geometry submitted to the
- What is to be gained by Render
- A lot of reading today and compute shader basics today but we are now in a much better place to get into translating the compute ...
- This scene has 38.400.000 triangles running at around 18 frames (~doubled performance) on the Macbook M1 Air with
Detailed Analysis of Vulkan Two Pass Gpu Occlusion Culling
Vulkan Two-Pass Culling - Occlusion Culling Debugging 100 cat instances https://github.com/sydneyzh/gpu_occlusion_culling_vk. 0:00 - Flythrough 0:41 - Debug view of LODs with
Meshlet
That wraps up our extensive overview of Vulkan Two Pass Gpu Occlusion Culling.