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  • Surface Extraction
    Turning voxels into geometry.
  • Vertex Packing
    Manually bit-packing data into vertices for improved memory usage and bandwidth.
  • Face Pulling
    Taking vertex pulling to it's conclusion by streaming ONLY face-data.
  • Level Of Detail
    Replacement of geometry that is too small with lower detail geometry.
  • Vertex Pulling
    Manual vertex streaming for improved memory usage and bandwidth.
  • Quad Indices
    The basic pattern of indices for quads made of triangles.
  • T-Junctions
    Any vertex placed on an edge creates infinitely small gaps in geometry.