![]() ![]() In this demo, most still frames could often easily be confused with a still frame from one of the films. Will be great to see where this leads in a year or two once devs have really had time to get a feel for how everything works. Reminded me a lot of when I first got to play Spider-man on the PS4 and just swing around the city. Really quite something to play about with the real time rendering pipeline to see the triangle make up, etc of every object or adjust the position of the sun in the sky, etc.Ī lot of fun. However the 'city' environment is quite stunning with incredible level of detail and you can free roam either walking/driving around the street or fly by. It is essentially a movie converted into a 3D environment then optimised to hell and back with pixel corrections where needed. A bit unfair as while it may be real time rendered it is fully scripted. I would be shocked if the 'white room' scenes where not fully motion captured and then transposed into 3D models to run in engine. ![]() I think it is pretty clear there is a level of detail difference between the 'white room' scenes with Neo and the 'city'. I played with it for about an hour on an LG C8 55" OLED and was impressed. Watch the SIGGRAPH video to get the feelings of: that's impossible - oh, I kind of see how that works - one pixel triangles? - how do they get that mesh representation set up right? - oh, graph theory - that data format has to be a pain to generate with all those constraints - they're rendering mostly in the CPU? - that's all that needs to be done at render time? - GPUs need to be redesigned to be a better match to this - how to stream this stuff? - that compression scheme is clever. So draw time is constant regardless of scene complexity. If a triangle is much smaller than a pixel, a higher LOD can be used. If a triangle is bigger than a pixel, it's time to zoom in to a higher LOD for that part of the mesh. There are about as many triangles being drawn as there are pixels, regardless of scene complexity. Much of the work is moved to asset preprocessing. A mesh representation that can be shown at a huge range of levels of detail is what makes it go. ![]()
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