WdsPjm / Culling-with-Mesh-Shaders

Research project on benefits of NVIDIA Task and Mesh Shaders

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Culling with NVIDIA Mesh Shaders

This project studies the possibilites and challenges of NVIDIA Mesh Shaders. With custom meshlet based backface and frustum culling a comparison between Mesh Shader, Compute Shader and standard Vertex Shader is conducted to evaluate possible performance gains, pitfalls and obstacles.

A personal secondary purpose of the project was to implement a C++ framework from ground up using Entity Component System. The EnTT library was used for this.

The 3D Models are from the Stanford 3D Scanning Repository: http://graphics.stanford.edu/data/3Dscanrep/

Video Analysis

YouTube: Culling with NVIDIA Mesh Shaders - An introduction and performance comparison

List of Dependendies

  • Assimp (5.0.1)
  • ImGui (1.74)
  • EnTT (3.3.0)
  • GLM (0.9.9.7)
  • Glad (0.1.33)
  • GLFW3 (3.3.2)

Points of Interest

About

Research project on benefits of NVIDIA Task and Mesh Shaders

License:MIT License


Languages

Language:C 54.7%Language:C++ 45.1%Language:GLSL 0.1%