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title: Check Out Micropolygon Rendering In Ubisoft&#x27;s Anvil
description: Ubisoft has unveiled Micropolygon, a proprietary virtualized geometry system for its Anvil engine, comparable to Unreal Engine 5&#x27;s Nanite. Debuting in...
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og:description: Ubisoft has unveiled Micropolygon, a proprietary virtualized geometry system for its Anvil engine, comparable to Unreal Engine 5&#x27;s Nanite. Debuting in...
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# Check Out Micropolygon Rendering In Ubisoft's Anvil

**[80 LEVEL](https://daily.dev/sources/80lv)** · 2 min read · 0 upvotes · 0 comments

## Summary

Ubisoft has unveiled Micropolygon, a proprietary virtualized geometry system for its Anvil engine, comparable to Unreal Engine 5's Nanite. Debuting in Assassin's Creed Shadows, it enables rendering millions of tiny geometric details simultaneously by streaming dense assets through a virtual geometry pipeline, eliminating the need for manually authored LODs. At GDC, engineers Lionel Berenguier and Jack Minnetian detailed the implementation challenges, covering rasterization improvements, extensions to the deferred material system, and GPU-driven streaming architecture. A demo using NVIDIA's Zorah tech demo assets showcases the system's geometric complexity handling. The full lecture is not yet publicly available.

## Full article

daily.dev links to this article rather than hosting it. Read it at the original source: <https://80.lv/articles/ubisoft-shows-off-micropolygon-rendering-in-anvil-engine/>

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Tags: [#game-development](https://daily.dev/tags/game-development)

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