这是一个结束:歧管花园渲染回顾

Arthur Brussee, A. Saraev, William Chyr
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引用次数: 1

摘要

流形花园的世界由一个无限重复的世界组成。也就是说,如果你从世界的底部掉下来,你最终会再次登上世界的顶部。我们使用了一种技巧来实现这种效果:在网格中复制世界,并在玩家到达中心世界实例的边界时传送他们。只要注意大量使用实例化和lod,这种简单的方法就能出奇地好。我们创建了一个自动抽取管道,为更远的包装实例创建lod,并保持美术工作流程不间断。对于动态对象,这种方法仍然太慢;世界上有n3个实例需要更新。相反,对于这些,我们依赖于完全GPU驱动的方法:•将中心实例的转换数据写入计算缓冲区•Frustum剔除每个实例,每个单元,在计算着色器中;将可见实例追加到缓冲区。•使用间接调度来一次渲染所有实例。这种方法使我们不必更新单独的游戏实体。在将来,这种技术可以扩展并用于所有方面,但是目前在排序和lod方面仍然存在太多限制,无法用于所有方面。另一个需要考虑的有趣点是阴影。当然,在真实的环面空间中,光的传播是相当奇怪的!相反,我们假装光是
本文章由计算机程序翻译,如有差异,请以英文原文为准。
That’s a wrap: Manifold Garden rendering retrospective
1 TOROIDAL GEOMETRY RENDERING The world of Manifold Garden consists of an infinitely repeating world. That is if you fall off the bottom of the world you’ll end up on top again. We relied a sleight of hand for this effect: Duplicate the world in a grid, and teleport the player when they reach the boundary of the centre world instance. This naive approach worked surprisingly well, as long as one takes care to make heavy use of Instancing, and LODs. We created an automatic decimation pipeline that created LODs for further away wrap instances, and kept the art workflow uninterrupted. For dynamic objects, this approach was still too slow; there are n3 instances to update in the world. Instead, for these we relied on a fully GPU driven approach: • Write out transform data for the centre instance to a compute buffer • Frustum cull each instance, in each cell, in a compute shader; append visible instances to a buffer. • Use indirect dispatch to render all instances in one pass. This approach saved us from having to update separate game entities. In the future, this technique could be scaled up and used for everything, but it currently remained with too many limitations regarding sorting and LODs to be used for everything. Another interesting point to consider are shadows. Of course, in a real toroidal space light propagation is quite bizarre! Rather we pretend light is
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