Computational framework demonstrates real-time rendering of billions of triangles on graphics hardware, indicating massive 3D dataset visualization without precomputed structures.
This paper presents a CUDA‐based software rasterizer capable of rendering up to a billion unique triangles, or up to 4 billion instanced triangles, in real time at 60 fps on an RTX 5090. By specifically targeting dense, opaque meshes, our approach is able to outperform the native GPU rasterization pipeline in these scenarios. The resulting performance enables rapid loading and visualization of massive triangle datasets without requiring precomputed spatial acceleration or level‐of‐detail structures, and supports applications such as efficient editing of large‐scale geometry. While the method is primarily designed for dense meshes that generate pixel‐sized triangles, we additionally introduce a three‐stage pipeline to handle larger primitives. The source code is available at: https://github.com/m-schuetz/CuRast
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Schütz et al. (2026) studied this question.
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