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In real-time computer graphics, geometry instancing is the practice of rendering multiple copies of the same mesh in a scene at once. This technique is primarily used for objects such as trees, grass, or buildings which can be represented as repeated geometry without appearing unduly repetitive, but may also be used for characters. Although vertex data…
In offline rendering, API support & Video cards that support geometry instancing
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geometry instancing instance rendering may offline copies instanced parameters mesh rendered packages object instances multiple also vertex differentiating support references
| Subject | Predicate | Object | Confidence | Src |
|---|---|---|---|---|
| Geometry instancing | is a | practice of rendering multiple copies of the same mesh in a scene at once | 0.90 | text |
| trees | instance of | This technique is primarily used for objects | 0.80 | text |
| grass | instance of | This technique is primarily used for objects | 0.80 | text |
| or buildings which can be represented as repeated geometry without appearing unduly repetitive | instance of | This technique is primarily used for objects | 0.80 | text |
| but may also be used for characters | instance of | This technique is primarily used for objects | 0.80 | text |
| scale | instance of | e.g. | 0.80 | text |
| Geometry instancing | related to API support | Starting | 0.60 | section |
| Geometry instancing | related to API support | Direct3D | 0.60 | section |
| Geometry instancing | related to API support | Microsoft | 0.60 | section |
| Geometry instancing | related to API support | This | 0.60 | section |
| Geometry instancing | related to API support | The | 0.60 | section |
| Geometry instancing | related to API support | Vulkan | 0.60 | section |
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