[HN Gopher] A Macro View of Nanite
___________________________________________________________________
A Macro View of Nanite
Author : haxiomic
Score : 60 points
Date : 2021-05-31 16:04 UTC (6 hours ago)
(HTM) web link (www.elopezr.com)
(TXT) w3m dump (www.elopezr.com)
| devit wrote:
| This is one the things that it's surprising that it wasn't
| available before.
|
| As far as I can tell this architecture was possible at least
| starting from the introduction of DX11 hardware more than 10
| years ago, and it seems to be the most straightforward way of
| rendering a realistic 3D scene.
| HellDunkel wrote:
| GPU memory has been a limiting factor but it also took
| photogrammetry to capture models of sufficient detail to
| justify the effort.
| Jare wrote:
| The architecture may be possible in the sense that feature-wise
| you have the pieces (or most of them). But resources like
| memory, bandwidth and gpu speed, would fall way below the
| thresholds and tradeoffs needed to make this useful and not
| just "possible".
| bangonkeyboard wrote:
| This is a lot less exotic than expected.
| nynx wrote:
| It seems like the magic part here is the knitting together of
| clusters with different LODs.
|
| How does the streaming part work? I don't think this article
| mentioned it.
| HellDunkel wrote:
| May be completely wrong but it looks as if triangles are
| subdivided to approximate the next lod level while avoiding
| cracks.
| holoduke wrote:
| Really impressive. I sometimes wonder if in 30 years from now it
| would be still possible to write a 3D engine from scratch and
| having the same graphical level of that time.
| haxiomic wrote:
| For those out of the loop: Unreal Engine 5 is in early access,
| two of the most exciting new features are Nanite and Lumen
|
| Nanite is a system for efficiently rendering masses of geometry
| (more so than using traditional methods)
|
| Lumen is a technique to enable global illumination (rendering
| with multiple light bounces, traditional engines do 1 bounce +
| trickery) by first converting geometry to signed distance fields.
| Signed distance field techniques are very interesting, swapping
| triangles for analytic surface equations, they can be used to
| accelerate complex physics and lighting calculations. They've
| only recently started making their way into big commercial
| engines - starting with Media Molecule's Dreams game and now in
| UE5
|
| Lumen deep dive: https://docs.unrealengine.com/5.0/en-
| US/RenderingFeatures/Lu...
|
| Signed Distance Functions, Inigo Quilezles:
| https://iquilezles.org/www/articles/distfunctions/distfuncti...
___________________________________________________________________
(page generated 2021-05-31 23:00 UTC)