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A Deep Dive into Nanite Virtualized Geometry

SIGGRAPH Advances in Real-Time Rendering · 278.6K views · 2021-10-30 · 1:10:00

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Overview

Brian Karis's SIGGRAPH 2021 talk explains how Unreal Engine 5's Nanite virtualized geometry works. It covers mesh import, the data structures, streaming, decompression, culling, software and hardware rasterization, and shading.

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HN treats it as the definitive deep dive on Nanite, admired for the engineering ambition behind pixel-sized triangles and compute-driven rendering.

Recommended by 7 HN people across 9 months · HN mentions 2021–2026

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What people said

jfim · 2026-07 · Strong recommendation

Their YouTube channel has the excellent deep dive on the unreal engine's nanite virtual geometry system: [VIDEO] The one on idTech8 global illumination from last year is pretty interesting too.

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superb_dev · 2023-09 · Strong recommendation

Nanite has a large pre-render step, but it also changes the rendering quite significantly. (Which in some cases includes a software rasterizer running on the GPU) This is a really good deep dive if you’re interested: [VIDEO]

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jjoonathan · 2023-04 · Strong recommendation

It attracts truly extraordinary talent. One of many examples: [VIDEO] . There is more technical ambition in a single slide of that project than an entire department at places I've worked. However, it also tends to demand more and pay less, so there is churn and burnout and when it comes time to triage, the triage can cut very deep. If I were to dive into the JIRA for any one of these "missing compression" incidents, I wouldn't expect to find an easy win, I would expect to find "missing compression" beneath a pile of much worse bugs like "level 2 crashes on AMD cards." So it goes.

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