Billions of triangles redux

30 Sep 2026 In early September, NVIDIA released an update to their vk_lod_clusters open-source sample, that - among other things - featured a new impressive Zorah scene as a glTF file. The demo showcased the application of new driver-exposed raytracing features, specifically clustered raytracing, in combination with Nanite-like clustered LOD pipeline - allowing to stream and display a very highly detailed scene with full pathtracing. Naturally, this piqued my curiosity - and led me to spend some time to improve support for hierarchical clustered LOD in meshoptimizer.

… Wait, this sounds familiar.

Indeed, the first version of a standalone Zorah scene, as well as the foundational driver components for clustered RT, actually released last year! I’ve written about the journey to get that scene to process quickly in Billions of triangles in minutes. However, the vk_lod_clusters sample has made significant progress since last year, the scene got updated with full attribute set and texture data, the renderer is using path-tracing and looks beautiful, and the processing mostly uses meshoptimizer’s clusterlod.h. Because I did spend some time to improve aspects of this in meshoptimizer, I figured it would make sense to do a writeup, focusing a bit less on processing time now and more on other aspects. Reading the previous article is not required but would probably help understand this one better.