Coffee, Code & Shaders: Real-Time Rendering Conversations

Billions of Triangles in minutes


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Today, we will talk about an article written by Arseny Kapoulkine (creator of MeshOptimizer) regarding the process he followed to optimize the processing pipeline for the geometry of NVIDIA's Zorah scene, which has billions of triangles and weighs up to 32 GB. In the article, he discusses the challenges of implementing a hierarchical LOD by clusters, similar to Unreal Engine's Nanite, managing to reduce processing times from half an hour to just two and a half minutes.Read full article:

https://zeux.io/2025/09/30/billions-of-triangles-in-minutes/


Original Copyright Free Music written, performed, and produced by TrackTribe

https://www.youtube.com/watch?v=HK9z2cR8nlM&list=PLFEJ2E5exsjrjRzhJdOYOmTlcYfK3Hz7_

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Coffee, Code & Shaders: Real-Time Rendering ConversationsBy Jacobo Ríos