More on http://kostiantyn-dvornik.blogspot.com/2013/09/future-of-unity-3d-graphics.html
There are a lot of spelling and grammatical issues in the paragraph. It looks good except the trees. They look like an airbrush.
I’m sorry, maybe it’s just me, but, what is the point of the post. I get the first paragraph, but what is supposed to mean the last part, or the last images?
I think we should leave faked graphics like bill boarding and came to full polygonal graphics with realtime bounced light model in games, This tress contain every pin on their own polygon. With such scene I can navigate with ok fps in Unity.
I believe that with hardware instancing this can be easy.
or you could actually save on perfomance where you dont need graphics and make it look hotter in the places you do… Just saying… Theres a reason for certain workflows.
I think graphics is a part of game atmosphere. 3 years ago when I was starting using Unity all my friends look at engine and say that it is s*ck, because it looks ugly. Now they change their mind a lot. And all we know that Unity haven’t changed in this case.
Its not working like that. I wish it would be.
Check this out. This guy is working hard in this way.
This guy is amazing! But it’s hard to work alone on such huge problem. I think we should change the way how graphics drivers and hardware works now for solving this.
I’ve done some more researches in Hi-po graphics. And did that benchmark that can run on all platforms:
In fact if we can make every pin as an instance we can handle a lot of such trees.
Looks really good. What was it made with?
Personally I think real-time graphics are going to start moving in the direction of physically accurate rendering such as demonstrated by Blender’s Cycles render engine. Widely available graphics hardware certainly isn’t up to running a physically accurate render engine in real-time just yet, but I think over the next decade or two real-time physically accurate path tracers will be more than viable.
Onyx Tree Storm. I’ve learned a lot of tree generation software. But this is the best one at now. It quite old but still good.
Raytracing on GPU is already possible, e.g. look at the Brigade 2 engine http://www.youtube.com/watch?v=OyY9pQEJkSk. Modern GPUs provide enough horsepower to drive this kind of things in real-time. However the main problem is GPU utilization. The common believe is that modern PC games make full use of GPU power. However this is not true. At the lowers level, without extensive optimizations (to increase ALU:MEM ratio) one can roughly achieve 10% GPU utilization. This applies to DX HLSL, OpenGL GLSL, CUDA and OpenCL compilers. All of the them are still very primitive and straightforward when it comes to optimizations, such as memory operations reordering, vectorization, loop unrolling, etc. The situation is slightly better on consoles, because there developers are forced to do optimizations in order to achieve playable FPS. However, such a low utilization would not allow for real-time raytracing. Therefore real-time raytracing-based engines are so rare. Things like Brigade are developed by hardcore guys who perform extensive manual optimizations on all the levels, e.g. kernels, memory layout, resources streaming, etc… Sadly, this is rather unique practice nowadays.
So you’re saying that the ‘problem’ is that low level coders aren’t maximizing the potential of their assets?
Yes, indeed. Just look at the following simple and rather pessimistic estimation. Nowadays, screen space rendering techniques are the most common on both PCs and consoles. The highest performance GPU gives one roughly 5Tflops of raw performance. For full HD rendering at 30 FPS one gets (5E12/(192010803044) = 5K floating point instructions per pixel per colour per pass, where 4 stands for the length of the colour vector and another 4 is the average number of the render passes (although some of them are quite primitive, like pre-Z pass). I can hardly imagine a shader with 20K floating point instructions. It would probably overflow the L1I$ of the GPU.
Well you make a nice tree and it looks very complex and hard to make. Good effort, and I like the graphic design. Thanks for sharing, but can you share which software you use for that?
Onyx Tree Storm Conifer