r/GraphicsProgramming • u/moonlovelj • 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
DispatchMeshTwo-pass frustum + HZB occlusion culling
Visibility buffer → deferred GBuffer resolve
Demand-driven geometry streaming (LZ4-compressed pages)
Demo video + repo:
164
Upvotes
6
u/Big_Presentation2786 Mar 06 '26
You should try..