Virtualized geometry from scratch in C++20, Vulkan and WebGPU: a Nanite-style cluster hierarchy, streaming, and a renderer for a million instances
-
Updated
Oct 7, 2026 - C++
Virtualized geometry from scratch in C++20, Vulkan and WebGPU: a Nanite-style cluster hierarchy, streaming, and a renderer for a million instances
Unity 6 URP 虚拟几何实验:Cluster LOD、GPU 剔除、VBuffer、实时 GI 与昼夜系统 | Nanite-style virtualized geometry in Unity.
Trillion3D site — the website of the Trillion3D engine: the learning portal, the full API reference, the measurement reports and live WebGPU examples, built against a pinned engine commit and published to https://www.trillion3d.com by its own CI.
Trillion3D open world — an 8 km world generated from a seed (terrain, roads, towns, forests, vehicles), cooked into cluster pages by the Trillion3D native compiler and streamed in the browser under a fixed memory budget. Drive, fly or walk. Its own CI cooks and caches the world; the engine is pinned from Trillion3D.
Trillion3D — virtualized geometry and real-time rendering for the web: GPU-driven cluster culling, streaming under a fixed memory budget, temporal antialiasing and dynamic lighting. Docs and live demos: https://www.trillion3d.com
Real-time rendering R&D lab for the web — WebGPU + Three.js TSL. Eight isolated modules (GPU-driven rendering, meshlets, virtual shadow maps, dynamic GI, temporal upscaling, virtual textures, render graph), each decided by a reproducible S0–S5 benchmark curve, golden stills and a quantified gain/cost verdict.
To associate your repository with the virtualized-geometry topic, visit your repo's landing page and select "manage topics."