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stymaar • yesterday at 3:57 PM • 1 reply • view on HN

I see that the result contains lots of very long, very thin triangles. Aren't those generally the worse case scenario for the GPU rasterizer?


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soulofmischief • yesterday at 4:04 PM

Historically yes, and even more so with modern systems which optimize around modern best practices. For example, Unreal Engine's Nanite breaks geometry into hierarchical clusters of triangles.

If the triangles are long and thin, they end up stretching across the screen and mess up Nanite's hierarchical streaming and culling system.

Shading artifacts also crop up on long, thin polys.

Dense geometry with hierarchical streaming will perform better on large datasets than sparse geometry with long thin triangles and traditional approaches.

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