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instancing
Drawing many copies of the same shape in a single GPU command instead of one command per copy.
Rendering thousands of identical objects (trees, particles, characters) one at a time floods the GPU with repetitive commands. Instancing sends the geometry once plus a list of per-copy differences (position, color, scale), so the GPU stamps out every copy in one call. This slashes CPU-to-GPU overhead and is a standard technique in modern graphics APIs like Vulkan.
See also
- KhronosThe industry consortium that writes open graphics and compute standards like Vulkan.