![mesh unfolder demo mesh unfolder demo](https://miro.medium.com/max/4032/1*f3z6NTPC4n--vTSWhCBjCQ.jpeg)
Rust programming language 1.62.0 released.
#Mesh unfolder demo code
#Mesh unfolder demo how to
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![mesh unfolder demo mesh unfolder demo](https://i.ytimg.com/vi/kE9aIFvmc2A/hqdefault.jpg)
The rendering of the meshlets with the mesh shader (FRAME script) is done with piece of Lua code: The meshlet demo generates meshlets from a mesh torus, fills GPU buffers (a storage buffer for mesh vertices, a second storage buffer for meshlets and an uniform buffer for transformation matrices) and creates pipeline objects (meshlet_pipeline_wireframe and meshlet_pipeline_solid). The demo is available in the mesh shaders demopack in the geexlab-demopack-mesh-shaders/vk/meshlets/ folder. Gl_PrimitiveCountNV = uint(index_count) / 3 V_out.color = vb.lor * vec4(meshletcolors, 1.0) Gl_PrimitiveCountNV = uint (index_count ) / 3 for (uint i = 0 i VK conventions. Layout (std140, binding = 0 ) uniform uniforms_t Layout (triangles, max_vertices = 64, max_primitives = 126 ) out //- // transform_ub: Uniform buffer for transformations // Layout (local_size_x = 1, local_size_y = 1, local_size_z = 1 ) in #version 450 #extension GL_NV_mesh_shader : require In practice, 42 triangles is more or less the max number of primitives that works fine: 64 vertices and 378 indices are the max values recommended and these max values are required for memory allocation (for the storage buffer and in the mesh shader). 84 and 40 are other maxima that work well for triangles.ġ26 primitives give 378 indices. Going beyond 126 triangles would allocate the next 128 bytes. Therefore 3 * 126 + 4 maximizes the fit into a 3 * 128 = 384 bytes block. The first generation hardware allocates primitive indices in 128 byte granularity and and needs to reserve 4 bytes for the primitive count. We recommend using up to 64 vertices and 126 primitives. NVIDIA in this article recommends using up to 64 vertices and 126 primitives: Why a maximum of 64 vertices and 126 triangles? Uint indices // up to 126 trianglesĪ meshlet does not store the real position of vertices, only indices of vertices in the real vertices list. Uint indices // up to 126 triangles uint32_t vertex_count uint32_t index_count } You can alternatively code your own meshlet generation routine, all you need are the following functions of the GeeXLab API:Ī possible structure (in C) for a meshlet could be: The gh_shlet_generate() function generates meshlets using a basic algorithm (the indices buffer is scanned and triangles are added to a meshlet until max vertices or max indices is reached). Gh_shlet_generate(mesh, meshlet_vertices, meshlet_indices) meshlet_generate (mesh, meshlet_vertices, meshlet_indices ) Meshlet_max_indices = meshlet_max_triangles * 3 create_torus ( 5.0, 1.5, 50 ) - max values for GPU buffer allocation After what, each meshlet is processed by a work group.Įxample: if the big mesh is decomposed into 10 meshlets, the processing with mesh shaders would be:
![mesh unfolder demo mesh unfolder demo](https://windows-cdn.softpedia.com/screenshots/Mesh-Unfolder_5.png)
With these limitations (max output vertices and max output primitives), how can we process/render an existing big mesh with a mesh shader?Ī solution to render a big mesh with a mesh shader is to split that big mesh in multiple meshlets. The smallest meshlet is a triangle like in this article. When primitive mode is triangle, the output of a mesh shader is always a small mesh, called a meshlet. Vulkan (VkPhysicalDeviceMeshShaderPropertiesNV structure): For example, on a GeForce RTX 2070, the mesh shader can output a maximum of 256 vertices and 512 primitives: