UE5 Nanite -> https://dev.epicgames.com/documentation/en-us/unreal-engine/...
WebGPU -> https://developer.mozilla.org/en-US/docs/Web/API/WebGPU_API
Meshlet -> https://developer.nvidia.com/blog/introduction-turing-mesh-s...
LOD -> https://en.wikipedia.org/wiki/Level_of_detail_(computer_grap...
Software rasterizer -> https://en.wikipedia.org/wiki/Rasterisation ("software" means it runs on the CPU instead of GPU)
Billboard imposters -> https://www.alanzucconi.com/2018/08/25/shader-showcase-satur...
Culling -> https://en.wikipedia.org/wiki/Hidden-surface_determination
> ("software" means it runs on the CPU instead of GPU)
no, in this context it means that the rasterisation algorithm is implemented in a compute kernel, rather than using the fixed hw built into the gpu. so rasterization still happens on the gpu, just using programmable blocks.
> UE5's Nanite implementation using WebGPU. Includes the meshlet LOD hierarchy, software rasterizer and billboard impostors. Culling on both per-instance and per-meshlet basis.