meshoptimizer adds Nanite-style clustered LOD for billion-triangle scenes
RTX Mega Geometry is effectively locked inside a fork of Unreal Engine, so meshoptimizer's author did the open-source equivalent: when NVIDIA shipped the Zorah scene as glTF in its vk_lod_clusters sample, he built support for hierarchical clustered LOD that processes billions of triangles in minutes. The post digs into cluster DAG generation, boundary-preserving simplification, and streamable compression. For engine devs outside Unreal, it's the clearest public map yet of the pipeline that makes clustered geometry practical.