/ Gint / GPU Culling

Gint GPU Culling

Screen-space vertex culling Sub-pixel discard · gap-free Visvalingam–Whyatt rank 64-bit Morton bit-mask Zero CPU · Zero network on zoom
Drag to zoom. The GPU vertex shader keeps every vertex whose detail is ≥ 1 pixel and auto-discards the sub-pixel rest — on the GPU, zero CPU, zero extra bytes.
z=2 z=10
🌍 World🌏 Continent🗾 Country🏔 Region🔬 Street
One Gint buffer · re-selected on the GPU every frame · no re-fetch · no CPU rebuild

Current Zoom

z = 10

GPU Vertices Kept

/ in buffer
vertex shader: discard if detail < 1 px (VW-rank × zoom)

Sub-pixel Detection · live with zoom

detail on a log axis (0.1–200px). The 1px line is fixed; zoom slides every bar across it — bars left of it are sub-pixel and auto-culled.

Morton Bit Mask (64-bit)

Network — Tile vs Gint

Tile requests
Gint requests1 (initial only)
Δ bytes on zoom+0 bytes
tiles: — Gint: 1 file