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METIS-based meshlet generation #16947

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@JMS55 JMS55 commented Dec 23, 2024

Objective

Improve DAG building for virtual geometry

Solution

  • Use METIS to group triangles into meshlets which lets us minimize locked vertices which improves simplification, instead of using meshopt which prioritizes culling efficiency. Also some other minor tweaks.
  • Currently most meshlets have 126 triangles, and not 128. Fixing this might involve calling METIS recursively ourselves to manually bisect the graph, not sure. Not going to attempt to fix this in this PR.

Testing

  • Did you test these changes? If so, how?
    • Tested on bunny.glb and cliff.glb
  • Are there any parts that need more testing?
    • No
  • How can other people (reviewers) test your changes? Is there anything specific they need to know?
    • Download the new bunny asset, run the meshlet example.

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@JMS55 JMS55 added the A-Rendering Drawing game state to the screen label Dec 23, 2024
@JMS55 JMS55 requested a review from atlv24 December 23, 2024 23:17
@BenjaminBrienen BenjaminBrienen added the S-Needs-Review Needs reviewer attention (from anyone!) to move forward label Dec 24, 2024
@alice-i-cecile alice-i-cecile added the C-Feature A new feature, making something new possible label Dec 24, 2024
@BenjaminBrienen BenjaminBrienen added the D-Modest A "normal" level of difficulty; suitable for simple features or challenging fixes label Dec 24, 2024
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Labels
A-Rendering Drawing game state to the screen C-Feature A new feature, making something new possible D-Modest A "normal" level of difficulty; suitable for simple features or challenging fixes S-Needs-Review Needs reviewer attention (from anyone!) to move forward
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