Nanite + Reyes
Brian Karis
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Technical blog post by Brian Karis on Graphic Rants describing how Unreal Nanite gains Reyes-style tessellation for displacement without changing Nanite mesh data. Posted February 6, 2026.
It treats Nanite triangles as displaceable patches, routes TessFactors into dice versus split queues, and details PatchSplit recursive subpatches, multipass splitting, and PatchRasterize material displacement. Also covers SW micropolygon rasterization, near-plane culling, and UV derivatives for displacement mipmapping.
Intended for advanced engine programmers already comfortable with Nanite, visibility buffers, and GPU work queues.
Free long-form Blogspot article with stage diagrams and shader sketches. Continues Karis's Nanite tessellation series rather than teaching Nanite from scratch.
Useful when studying Nanite-compatible displacement tessellation and the PatchSplit versus PatchRasterize split.
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