With the 3D-Models getting more detailed and therefore needing more space on the hard drive, the performance drops. An option to keep the performance with bigger meshes is the combination of triangles into clusters. These clusters are called Meshlets, which help in keeping the data size small and different culling operations. Before using the meshlets they need to be generated, which has the biggest impact on the render performance. It turns out that there are not one but three dimensions to this problem. Namely reaching the vertex fill, primitive fill and a good culling potential. The perfect algorithm would reach all those goals, but this is not possibly since these dimensions influence themselves. To generate efficient meshlets, the vertex list must be full. This in turn hinders the primitive fill and culling potential. Research shows that there is an order in these goals, prioritizing vertex fill first and focusing on the other goals secondly. The aim of this paper is to give an overview over the topic of meshlet generation and present algorithms approaching the mentioned problems.
Mathis Junge (Thu,) studied this question.