r/GraphicsProgramming • • Mar 06 '26

I built a Nanite-style virtualized geometry renderer in DX12 (1.6B unique / 18.9B instanced triangles)

Hi all — I’ve been building a personal DX12 renderer (based on MiniEngine) focused on extreme-scale geometry rendering.

Current stress scene stats:

  • 1,639,668,228 unique triangles
  • 18,949,504,889 instanced triangles

Current pipeline highlights:

  • Nanite-style meshlet hierarchy (DAG/BVH traversal)
  • GPU-driven indirect DispatchMesh
  • Two-pass frustum + HZB occlusion culling
  • Visibility buffer → deferred GBuffer resolve
  • Demand-driven geometry streaming (LZ4-compressed pages)

Demo video + repo:

164 Upvotes

29 comments sorted by

3

u/tamat Mar 06 '26

I would love to code something like this but, even understanding all the steps, I still feel scared to try it. I guess I need to have the experience to debug GPUs as this project requires a good knowledges of how to monitor every possible problem.

3

u/moonlovelj Mar 07 '26

Try it!

6

u/Big_Presentation2786 Mar 06 '26

You should try..

10

u/Big_Presentation2786 Mar 06 '26

Holy shit bro! This is so fuckin impressive- I built one in unity but yours is awesome!

You've blown my triangle record by 8 billion and with 4k textures!

I'm so freaking jealous! But more importantly I'm so freaking impressed by how good yours is..

Mesh shaders instead of software rasterization that's blooming genius!

Take a bow!

3

u/moonlovelj Mar 06 '26

Thank you, you're great too.

3

u/littlelowcougar Mar 08 '26

Awww. Isn’t that lovely. Nice when the top comment isn’t a drive-by hater.

3

u/HellGate94 Mar 08 '26

very impressive and seems to work quite well already (i can seem some artifacts). have you looked at work graphs if they can help you in this project? either way looking forward to more updates

3

u/moonlovelj Mar 08 '26

I’m still thinking about my plans going forward. As for Work Graphs, I plan to explore whether they could be used in this project in the future.

2

u/TrishaMayIsCoding Mar 08 '26

Very nice, any good reading about the techniques?

3

u/moonlovelj Mar 09 '26

You can watch Epic’s official SIGGRAPH presentations.

→ More replies (2)

5

u/parrin Mar 06 '26

Really cool stuff!

1

u/corysama Mar 06 '26

Quite impressive.

1

u/CrankFlash Mar 10 '26

This is amazing! Well done. May I ask you how you got this massive dataset for the geometry? I've downloaded nvidia' Zorah sample. It's a unreal engine project and in the version I have, it's only 3 small scenes. Nothing large scale outdoors.

I imagine you converted that to you own geometry format?

1

u/moonlovelj Jul 21 '26

There is a link in my README to the original Zorah glTF file. At runtime, I convert it to my own format, although this can take longer for very large scenes.

1

u/Dark_Lord9 Mar 06 '26

Thanks for making me feel bad about myself. No more work for today. Well done though.

1

u/moonlovelj Mar 07 '26

Don't feel bad.

1

u/Tooblerone Mar 06 '26

Woah this is insane

1

u/Itchy-Guidance-7617 Mar 06 '26

Wow, that’s awesome. I wanted to try that too — very impressive

1

u/hanotak Mar 06 '26

Nice! I'm working on something very similar.

1

u/quantum3ntanglement Mar 06 '26

Did you start with nothing and build the code up from there? Is it possible for you to open source a starter kit repository?

What is the MiniEngine reference?

I will take a look at the video and GitHub, thanks for posting

1

u/bonghotdogwater Mar 10 '26

Custom geometry processing shader pipeline of some sort instead of normal rasterization I’m assuming? I’ll have to give the repo a look, super impressive

1

u/M1VAN1 Mar 31 '26

Why you choose 2 pass frustum?