Explain what virtualized geometry is and how nanite works differently from a traditional LOD system
  Virtualized geometry, also known as virtual geometry or VG, is a technique used in computer graphics and game development to improve the performance of complex scenes by separating the geometry of a scene into different levels of detail (LOD).

In traditional LOD systems, the geometry of a scene is represented at a fixed resolution and level of detail, regardless of the distance from the camera. As the distance from the camera increases, the geometry becomes more detailed and resource-intensive. This can lead to performance issues, especially in large and complex scenes, where the distant objects are not visible and do not contribute to the overall visual quality of the scene.

Virtualized geometry addresses these issues by separating the geometry of a scene into different levels of detail, each of which is optimized for a specific distance range. For example, close objects might have a high level of detail, while distant objects might have a lower level of detail. This allows the game engine to only render the most detailed geometry for objects that are visible in the player's view, while reducing the computational overhead for distant objects that are not visible.

Nanite is a specific implementation of virtualized geometry that uses a combination of algorithms and data structures to optimize the rendering of complex scenes. Unlike traditional LOD systems, which typically rely on a single set of geometry data and apply a single level of detail to all objects in a scene, Nanite uses a hierarchical approach to geometry rendering.
 Virtualized geometry is a technique used in computer graphics to render only the visible parts of a 3D object or scene, instead of rendering the entire object or scene. This can greatly improve performance, especially for complex scenes with many objects. Virtualized geometry is often used in combination with level of detail (LOD) systems, which adjust the level of detail of an object based on its distance from the camera.

Nanite is a new real-time rendering technology developed by Epic Games, the creators of the Unreal Engine. Unlike traditional LOD systems, which pre-generate different levels of detail for an object and switch between them based on the object's distance from the camera, Nanite uses virtualized geometry to render objects in real-time at any level of detail.

Nanite works by breaking down a 3D object into a large number of tiny triangles, called "nanites," and streaming only the visible nanites to the GPU for rendering. This allows for extremely high levels of detail to be rendered in real-time, even for very complex objects. Nanite also uses a technique called "virtual texturing" to stream texture data to the GPU in a similar way, allowing for high-quality textures to be applied to objects in real-time.

One of the key advantages of Nanite is that it allows for artists to work with high-quality assets at a 1:1 scale,