Virtualized geometry explained!

Virtualized geometry is a technique for representing and processing 3D models that allows for efficient rendering on modern graphics hardware. The key idea behind virtualized geometry is to represent the 3D model as a set of small, independent primitives that can be processed in parallel.

In the context of virtualized geometry, a “primitive” is a simple geometric shape, such as a triangle or quadrilateral, that is used to represent a part of the 3D model. These primitives are typically small in size and can be easily processed by the graphics hardware, allowing for efficient rendering of the 3D model.

Virtualized geometry frameworks typically use a fixed set of primitives that are optimized for efficient processing on the graphics hardware. This can help to improve the performance and efficiency of the rendering process, as the graphics hardware can process the primitives quickly and with minimal overhead.

The primitives in a virtualized geometry framework are typically organized into a hierarchical structure, with larger primitives (such as triangles or quadrilaterals) composed of smaller primitives (such as individual pixels). This hierarchical structure allows for efficient rendering of complex 3D models, as the graphics hardware can process the primitives in parallel and combine them to form the final image.

Virtualized geometry is particularly useful for rendering large or complex 3D models, such as those found in video games, virtual reality, and scientific visualization. By using a small, fixed set of primitives and efficient data structures for representing and manipulating the primitives, virtualized geometry can help to improve the performance and efficiency of the rendering process, allowing for more realistic and interactive 3D graphics.

Links
https://docs.unrealengine.com/5.0/en-US/nanite-virtualized-geometry-in-unreal-engine/