Get the latest tech news

Optimizing meshoptimizer to process billions of triangles in minutes (2025)


Early this year, NVIDIA released their new raytracing technology, RTX Mega Geometry, alongside an impressive Zorah demo. This demo was distributed as a ~100 GB Unreal Engine scene - that can only be opened in a special branch of Unreal Engine, NvRTX. The demo showcased the application of new driver-exposed raytracing features, specifically clustered raytracing, in combination with Nanite clustered LOD pipeline - allowing to stream and display a very highly detailed scene with full raytracing without using the Nanite proxy meshes that Unreal Engine currently generates for raytracing. As this was too Unreal Engine specific for me, I couldn’t really experiment much with this - but then, in early September, NVIDIA released an update to their vk_lod_clusters open-source sample, that - among other things - featured Zorah scene as a glTF file. Naturally, this piqued my curiosity - and led me to spend a fair amount of time to improve support for hierarchical clustered LOD in meshoptimizer.

None

Get the Android app

Or read this on Hacker News

Read more on:

Photo of minutes

minutes

Photo of billions

billions

Photo of triangles

triangles

Related news:

News photo

350-Ton Longking ZL230E electric mining rig packs colossal 1,400 kWh battery, claims 10-90% charge in just 25 minutes

News photo

Scientists develop next-gen zinc-iodine batteries with 60,000+ cycles that charge in 3 minutes — and they won't catch fire either

News photo

15 minutes of Black Myth: Zhong Kui gameplay footage provide our first proper look at Wukong's successor yet