Nanite Tessellation is a system designed for dynamically tessellating meshes and applying displacement. The displacement effects are generated from a shader graph, which can be authored directly within Unreal Engine's material editor. This functionality extends the capabilities already provided by Nanite, focusing on adding detail through dynamic geometry modification.
The need for geometry amplification, even with Nanite's existing virtualization capabilities, stems from specific challenges. While Nanite offers a general-purpose solution for virtualized geometry by simplifying complex meshes, it can be resource-intensive to store full topology and attributes for every point on a surface. Nanite Tessellation provides an alternative for cases where amplification is more efficient than full simplification.
A key benefit of Nanite Tessellation is its efficiency in data compression. Scalar displacement fields, whether artist-authored maps or derived from projecting detailed surfaces onto simpler ones, require significantly less data storage compared to full 3D point data with complete attributes. This approach leverages well-understood techniques for compressing regular 2D data, such as images, which are more efficient than storing complex mesh topology.
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A new system called Nanite Tessellation is being developed to dynamically tessellate and displace meshes using shader graphs within Unreal Engine's material editor. This approach complements existing Nanite technology by offering a more efficient way to handle geometry amplification for specific use cases, particularly where data compression is critical.