Detail that reaches the frame selectively
High-detail geometry makes visibility, representation and data movement first-class rendering problems. The amount of source geometry is not the same as the amount of geometry that should be processed for a particular image.
Breda’s research combines micro-polygon techniques, mesh shading, visibility-buffer approaches and an in-house asset pipeline. The point of integration is to investigate the whole path from prepared assets to the work executed on the GPU.
Demonstrations and workload design
Our One Trillion Triangles demonstration explores geometry at scale in Breda. It connects the representation of a large scene to the visibility and streaming work needed to render a particular view.

