An in-depth technical conversation with the creator of meshoptimizer, a C/C++ library for optimizing 3D mesh geometry for GPU rendering. Covers the library's origins and design philosophy, including why mesh data from tools like Blender is rarely GPU-ready out of the box. Key topics include the reindexing/deduplication step, vertex cache optimization (and why index buffer ordering matters for GPU performance), the composable algorithm design, C ABI stability for cross-language bindings, and the use of heuristic-based approaches with empirically tuned parameters. Also touches on gltfpack and the emerging cluster-based virtualized geometry (Nanite-style) extension.

3h 26m watch time

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