Polygons, voxels, SDFs... what will our geometry be made of in the future?

Discussion in 'Rendering Technology and APIs' started by eloyc, Mar 18, 2017.

  1. chris1515

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    Interesting for woxel or sdf base game maybe if Sony release a PS5 patch for Dreams they can use this.
     
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  2. eloyc

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    Ok, not the most appealing environment and it's quite monotonous, but holy crap! It's amazing how you can just copy/paste the same scultpure ad infinitum with no performance penalties. With a more refined artistic vision, this could be used to achieve even more impressive results, including microdetail.
     
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  3. SlmDnk

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    Lin has finally released clips and information about his voxel water technology.



    EDIT #1: Previous video and information:



    EDIT #2:



    EDIT #3:



     
    #203 SlmDnk, Jan 8, 2021
    Last edited: Jan 23, 2021
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  4. eloyc

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    Silly video, but look at this:




    The ground is covered in "true" leaves, no flat texture. On a PS4.
     
  5. HLJ

    HLJ
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    Same problem as I see in most of these vidoes...the leaves are "dead" (static)...which kills the suspension of disbelief in my brain.
     
  6. eloyc

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    Just asking, and not sarcastically... Does the same happen to you in any other videogame, where the leaves are equally static (being a texture, in those cases)?
     
  7. HLJ

    HLJ
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    Sadly yes...TW3 has made it very hard for me to play games with dead foilage...it is like AA or Raytracing...once you see it done right/better...it is impossible to go back.
     
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  8. eloyc

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    Yes, it's a pity that we're getting better at so many things, but some other things seem to just stagnate, like fully interactable environments.

    In this case, I guess a solution could be add just a few movable leaves, so that an effect is achieved.

    At any rate, I like that the ground doesn't look flat and that you can appreciate true geometric detail there. Also, the sense of volume and depth in the bushes is great, they're not just a bunch of textured cards.
     
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  9. HLJ

    HLJ
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    I get perhaps more "punished" by such things as I am a veteran and foliage is something I spent years observing...so dead static foliage really annoy my grey ones.
     
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  10. chris1515

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  11. manux

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    Next level compression. Quite impressive. There is a ton more explanation in twitter if one opens the thread and reads on.





     
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  12. eloyc

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    Look at this!



    It's so amazing. Hundreds or thousands of sunflowers, hyperdense models (real geometry dew on the flowers, lol), great lighting... He even "faked" some kind of reflections on the sunglasses.
     
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  13. SlmDnk

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  14. HLJ

    HLJ
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    Great ligthing?
    I think the lighting looks very "bloomed" and not very realistic at all.
     
  15. eloyc

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    The bloomy light is a stylistic choice. And IMO the lighting does look great, indeed, no matter if it's necessarily realistic or not (which I didn't even mentioned in the first place).
     
  16. HLJ

    HLJ
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    I still don't find it "great"...but then again raytracing has spoiled me /shrugs
     
  17. JoeJ

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    Wow, how lovely.
    I still think it's that 'puppets on ropes' physics which limits Dreams the most. You can make nice kids / casual stuff, but no serious action game, sadly.
    Also in this video the TAA lag is very noticeable, which was mentioned as an issue in the paper.
    Very impressive otherwise.

    um... can somebody explain me what's the motivation / application here? I really don't get it yet. Compression? Detail? Rendering?
     
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  18. manux

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    Compression and better rendering performance are at least possible. Produced output is differentiable and also good for training other neural nets. If you go through twitter hooplaa related to this paper that would give good idea of one neural representation approach.

    There is ton of twitter messages from casualeffects(click the the link). Also the authors of the paper have been very active on twitter.

     
  19. iroboto

    iroboto Daft Funk
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    you're gonna wish you had tensor cores for this.
     
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  20. manux

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    It's just amazing how far rendering has come during my lifetime. I remember learning in early 90's to draw simple geometry, then flat shading, camera movement, gouraud, texture mapping, bump mapping. Implementing it all in purely motorola 680x0 assembler. And now we have freaking neural nets and what have you. Time has truly passed what I know about 3d graphics.
     
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