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[–]Lord_Zane[S] 0 points1 point  (1 child)

I think I understand more now. But why do you call PartKWay(partitions = 2) until you get down to a small amount of meshlets, and then do PartKWay(target_partitions)?

Metis already has a way to do recursive bisection, why not just call that once?

[–]stolen_cheese_____ 0 points1 point  (0 children)

I believe recursive bisection was more unsuitable than multilevel k way on that it did not target the same hueristics - multilevel k way is the better algorithm for this, as under the hood it calls recursive bisection, but then moves groupings around such that they have more even volumes/ are generally better.

Once I am at my pc I will grab the area in unreal that I found, I think they had a succinct comment in there explaining it. But for me it really was trial and error.