Casually rendering ~a hundred million triangles, in the browser.
All thanks to @sea3dformat's cool Nanite-style renderer for @threejs.
I've added GLB-to-meshlet and PBR rendering to it, very exciting to see where this is going!
@sea3dformat @threejs You can try it out here, and drop GLBs to see them processed + rendered: .…ee-meshlets-z23hmxbz1jwlff.needle.run
@sea3dformat @threejs Meshlets are basically chunks of meshes, that get rendered with a mix of rasterization and compute.
So despite tons of stuff being on screen, actual rendering is more like "the pixels you see"
@sea3dformat @threejs Everything is pretty custom at the moment – a custom shader that is able to render the meshlet instances with their original data / texture / UVs etc – but the overall direction feels good
@sea3dformat @threejs Meshlets are generated via @zeuxcg MeshOptimizer, not sure if I'm doing everything right there but I get small compressed meshlets and can render them.
Hacked browser-based meshlet generation into meshopt, too, so that you can drop your own GLBs to pulverize them!
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