Build Vast, Immersive Worlds
- Remesher Volumetric remeshing into one watertight, low-draw-call proxy for distant vistas and HLODs.
- Clustered Meshlets Optimization Optimizes geometry into GPU-friendly meshlet clusters for fine-grained culling and modern mesh-shader pipelines.
- Vegetation Optimization Foliage and tree reduction that holds silhouette and density while cutting triangles and overdraw.
- Optimizing Thin Geometries Handles thin, double-sided surfaces that generic reducers tear: fences, foliage cards, wires.
- Compute Casting GPU-accelerated material casting that bakes complex, blended materials into proxy textures at high throughput.
- Flipbook Generates flipbook impostors (multi-angle sprite sheets) for cheap distant rendering of dense objects.
- Impostor From Single View Creates a billboard impostor from a single camera view for the most aggressive distance LODs.
- Geometry Culling Cuts overdraw by removing geometry that never renders: below-ground, interior, intersecting.