- Mesh/Amplification Shader
- CLOD
- Camera Frustum Culling
- Back Cone Culling
https://www.youtube.com/watch?v=XZPXhJbOGDY&list=PLGt30576lHbPh-ElN7D1P9kr_dVqf1Jyu&index=3
- https://advances.realtimerendering.com/s2021/Karis_Nanite_SIGGRAPH_Advances_2021_final.pdf
- https://sites.google.com/site/monshonosuana/directxの話/directxの話-第195回?authuser=0
- https://sites.google.com/site/monshonosuana/directxの話/directxの話-第196回?authuser=0
- https://www.notion.so/Brief-Analysis-of-Nanite-94be60f292434ba3ae62fa4bcf7d9379
- https://www.elopezr.com/a-macro-view-of-nanite/
- Resource, memory management
- CPU/GPU Synchronization
- Render Graph - Reorder render passes
- Mega vertex / structured buffer with virtual memory pages
- Shader
- output to DirectX / Vulkan from single source file
- Reflection - extract buffer bind point and variables
- Hot reload
- DirectX 12 / Vulkan 1.4
- C++ modules in practice
- C++20 concept in practice
- Small Array/String optimization
- linear algebra math with SIMD


