Procedural Grass in 'Ghost of Tsushima'

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  • เผยแพร่เมื่อ 13 ก.ค. 2022
  • In this 2021 Advanced Graphics Summit talk, graphics programmer Eric Wohllaib will discuss how they generate acres of grass within reasonable memory and performance limits, techniques for rendering and animating individual blades, and methods for making thousands of individual blades of grass look like a natural field.
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ความคิดเห็น • 89

  • @lukaszkups
    @lukaszkups 2 ปีที่แล้ว +180

    This is the most interesting video about grass (and one of the best about handling environment rendering in games) ever!

    • @RVillani
      @RVillani 2 ปีที่แล้ว +2

      Have you seen the one on GoW wind too? One of the best as well

    • @KimboKG14
      @KimboKG14 ปีที่แล้ว +1

      @@RVillani goes perfectly together with the one about the particles in returnal.
      as well as the vegetation system of the horizon games.

    • @RVillani
      @RVillani ปีที่แล้ว

      @@KimboKG14 oh yeah, for sure!
      The Returnal one I haven't seen yet. Thank you for mentioning it!

  • @AnOmegastick
    @AnOmegastick 2 ปีที่แล้ว +71

    I'm using a very similar method for grass rendering in my game, and have been struggling with the noisy specular highlights issue for a while. Definitely going to try the solution talked about here.

    • @hadriscus
      @hadriscus ปีที่แล้ว +5

      That or what I do is increase roughness the further the object is from the camera (offline rendering)

  • @user-uk8tf4db4p
    @user-uk8tf4db4p วันที่ผ่านมา

    That's insane - he just told absolutely everything what was bothering me for a long time about grass rendering. Thank you Sucker Punch Production and Eric Wohllaib!

  • @__dane__
    @__dane__ 2 ปีที่แล้ว +25

    Loving that we are getting more and more fantastic tech art and vfx talks

  • @MrFoofles
    @MrFoofles 2 ปีที่แล้ว +8

    Extremely informative and well-presented, thank you! Always admire the creative solutions people take to get these beautiful effects.

  • @MidnighterClub
    @MidnighterClub 2 ปีที่แล้ว +100

    A great talk! Technically detailed so that we can get a real sense of how it all works. At the same time thoughtfully presented so that the listener is not overwhelmed by a firehose of jargon or numbers, and the whole talk is logically ordered too. Well done!

  • @snortonmorton
    @snortonmorton 2 ปีที่แล้ว +9

    Super well done and well presented!

  • @ethandaley69
    @ethandaley69 2 ปีที่แล้ว +1

    What a fascinating talk! While I don't understand most of the terminology, all the concepts make a lot of sense. It's so dope to hear all the hard work and creativity that went into to finding solutions and man, the final product is so beautiful. I sometimes load up single player just to brush my hand through some Pampas grass as I stroll through. Amazing job on Ghost and thanks for the peep BtS!

  • @theDemong0d
    @theDemong0d 2 ปีที่แล้ว +4

    That little point at 14:56 is actually super insightful. I'd never thought about specularity that way but it makes perfect sense.

  • @zablade
    @zablade ปีที่แล้ว

    I love how just about every visual aspect of the game is tied both aesthetically and programmatically to the foliage systems. Excellent talk that I feel anyone working on a game should watch.

  • @coxyofnewp
    @coxyofnewp 2 ปีที่แล้ว +7

    This given me some great ideas, Many Thanks

  • @PootsNDoots
    @PootsNDoots 2 ปีที่แล้ว +2

    Awesome! I've been waiting for this talk to go up after looking through the slides. The result is incredible, excited to give something similar a try.

    • @wakannnai1
      @wakannnai1 ปีที่แล้ว

      Just did it and it's frankly amazing. The performance is kinda insane. I didn't think I could render this much grass at the same time.

    • @davidhalliday5247
      @davidhalliday5247 ปีที่แล้ว +1

      @@wakannnai1 Hey! Can I ask you a couple of questions about that? Do you have discord?

  • @ACGreviews
    @ACGreviews 2 ปีที่แล้ว +7

    Amazing vid

  • @xotmatrix
    @xotmatrix 2 ปีที่แล้ว

    Great talk. Detailed and easy to understand.

  • @arthank1263
    @arthank1263 2 ปีที่แล้ว +1

    This was amazing to watch!
    I am a grass enthusiast :)) I can't wait to try this when I get some time

  • @insainbassist
    @insainbassist 2 ปีที่แล้ว +1

    This game had some of the best foliage I've ever seen, so glad we got this talk

  • @raiosroguegaming
    @raiosroguegaming ปีที่แล้ว

    Your grass rendering is the best i have seen in game development

  • @PeterKLee
    @PeterKLee 2 ปีที่แล้ว +3

    amazing talk! The grass in GoT looks amazing!

  • @thegreatfulgamer5749
    @thegreatfulgamer5749 2 ปีที่แล้ว +10

    Great job and great grass

  • @nerukas86
    @nerukas86 2 ปีที่แล้ว +12

    that's what i call job well done!

  • @altcon971
    @altcon971 2 ปีที่แล้ว +1

    Thanks!

  • @muzboz
    @muzboz 2 ปีที่แล้ว

    Great talk, thanks! :D

  • @user-uk9er5vw4c
    @user-uk9er5vw4c หลายเดือนก่อน

    Thanks for sharing it, this info could be put on sale

  • @Gulashkanone
    @Gulashkanone ปีที่แล้ว

    Great Talk!

  • @maymayman0
    @maymayman0 2 ปีที่แล้ว +5

    these Ghost of Tsushima talks are so amazing, I love you Sucker Punch!!!!

  • @Mempo1
    @Mempo1 ปีที่แล้ว +3

    the bezier curve explained has 3 control points (ground pos, mid point, tip), so isnt it a quadratic bezier curve rather than a cubic?

  • @jakedizzle
    @jakedizzle ปีที่แล้ว

    I can’t wait for part 2. Just finished playing the game for the first time yesterday. Luckily I got to play the PS5 version with PS+ Extra. Amazing game.

    • @firstnamelastname4752
      @firstnamelastname4752 ปีที่แล้ว

      This game alone made PSNExtra worth the price. Plus we got Stray brand new!
      But goodness me the grass was stunning in this game, for me it was the buffeting wind that sells it. Perlin noise, of course!

  • @herrlogan17
    @herrlogan17 2 ปีที่แล้ว

    Yeah, the grass. A simple aspect of our ordinary life, yet so satisfying while playing GoT :)

  • @theodorealenas3171
    @theodorealenas3171 2 ปีที่แล้ว

    I love it.
    Do you clone some blades, to compute their curve only once?

  • @user-hr3xm9ig5g
    @user-hr3xm9ig5g ปีที่แล้ว

    Great talk!
    Could you please add english subtitles?

  • @stopUkrainewar666
    @stopUkrainewar666 2 ปีที่แล้ว

    Can simeone teml me why it has not been released on pc yet as a post said it will be able on february 6th of this year ?

  • @raphapiki
    @raphapiki 2 ปีที่แล้ว +3

    Save it for later

  • @philherb0656
    @philherb0656 2 หลายเดือนก่อน

    Differentiable geometry, awesome!

  • @646AWESOME
    @646AWESOME 2 ปีที่แล้ว +10

    Where can we find the blog post mentioned in the video? Definitely want to check that out

    • @androwaydie4081
      @androwaydie4081 2 ปีที่แล้ว +5

      25:52

    • @TheCrewExpendable
      @TheCrewExpendable 2 ปีที่แล้ว +4

      Going to try to post it directly after this, though TH-cam might automatically delete it thinking it’s spam. So if you don’t see it, that’s why.

    • @TheCrewExpendable
      @TheCrewExpendable 2 ปีที่แล้ว +1

      Here you go:
      outerra.blogspot.com/2012/05/procedural-grass-rendering.html

  • @felipellrocha
    @felipellrocha 2 ปีที่แล้ว +1

    Phoebe: "I'll do the best I can with cups and ice"
    This guy: "Hold my grass blade...!"

  • @maltedextrin.
    @maltedextrin. ปีที่แล้ว

    I didn‘t understand 70% of it. But u did a great job!!

  • @asdf_asdf948
    @asdf_asdf948 2 ปีที่แล้ว

    Would love to see how much denser the foliage can get on ps5

  • @Danny-jn6xr
    @Danny-jn6xr ปีที่แล้ว

    the great job

  • @AstrosBashing
    @AstrosBashing 3 หลายเดือนก่อน +1

    It couldn’t have been an easy job to render all those individual grass stems especially with the underpowered ps4 in mind

  • @devinmcgee5130
    @devinmcgee5130 2 ปีที่แล้ว +1

    10/10

  • @BusinessWolf1
    @BusinessWolf1 ปีที่แล้ว +1

    Someone needs to make a free plugin/addon/asset for this.

  • @marcm.official
    @marcm.official 2 ปีที่แล้ว +3

    the best procedural grass ive seen in a game. hands down to the devs!

  • @riderz_13_78
    @riderz_13_78 2 ปีที่แล้ว

    I wanna be a game designer so bad i just wanna be the guy who creates assets and world building im obsessed with it same with architecture id be making open world fantasy settings

  • @hayabusa09
    @hayabusa09 2 ปีที่แล้ว

    Will this be used in GoT2?

  • @remolkeman
    @remolkeman 2 ปีที่แล้ว

    Wish this game was on PC

  • @ReddoFreddo
    @ReddoFreddo 2 ปีที่แล้ว +1

    How does one create 1D textures? I've never seen that before.

    • @NyeDaniel
      @NyeDaniel 2 ปีที่แล้ว

      single row of pixels stretched

    • @Artintrex
      @Artintrex ปีที่แล้ว +1

      It's basically like an array(buffer) but you can use texture sampler on the data

  • @cvspvr
    @cvspvr 10 หลายเดือนก่อน

    outerra was cool as fuck!

  • @TorrellesEdit
    @TorrellesEdit 2 ปีที่แล้ว +5

    Ah, so this is the kind of material that the Digital Foundry guys learn from. Damn, this is another level of stuff, way too complex for simple minds like mine. I am sincerely impressed and humbled by the expertise of the presenter! Amazing stuff.

    • @ivanleon6164
      @ivanleon6164 2 ปีที่แล้ว +8

      DF guys are noobs compared to any dev, they are just youtubers.

  • @niks660097
    @niks660097 7 หลายเดือนก่อน

    Crysis 3 did full skinned geometry grass in ps3/xbox 360 with wind simulation, with good enough density, i don't know why grass cards are still used today when we have 100x more GPU power.

    • @spiderh
      @spiderh 4 หลายเดือนก่อน

      Why developers would spend GPU power for unnecessary? If a method is enough, then use this. GPU power management is most important part of the game developing. 100x or 100Kx, not make difference.

  • @evanlane1690
    @evanlane1690 2 ปีที่แล้ว +10

    Yep! This is how I want to do my grass now.
    ...
    Don't have the skills to code it though. Back to grass cards. 🤦‍♂️

    • @mxn5132
      @mxn5132 2 ปีที่แล้ว +1

      They still use grass cards. Everything explained here are engine methods of dealing with foliage. Unreal already does similar things but better. slightly better tho lol

    • @Anonymous_Man
      @Anonymous_Man 2 ปีที่แล้ว +3

      @@mxn5132 The whole talk is how they ARE NOT USING CARD GRASS how the hell did you even missunderstand that? He literally said why they didn't use card grass a minute into the video. When the hell did you stop watching? At the 3rd second?

    • @mxn5132
      @mxn5132 2 ปีที่แล้ว

      @@Anonymous_Man They didn't us conventional grass cards that has a lot of grass placed in a series of cards on a single mesh, rather they still used a grass card but it contains a single grass. They didn't go the complete grass mesh route. You can literally see it in the video.

    • @Anonymous_Man
      @Anonymous_Man 2 ปีที่แล้ว +4

      @@mxn5132 Yeah that means it's not a card, it's low poly grass. If you don't know the terminology don't use it. Better yet if you're not versed in a topic don't comment - that's asking too much from the yt comment section I guess.

  • @user-vi6je4vv9l
    @user-vi6je4vv9l 2 ปีที่แล้ว

    吸盘拳牛啊

  • @patricklord4254
    @patricklord4254 2 ปีที่แล้ว

    This is literally God, explain to angles how he plans to make Grass on Earth.

  • @prestoncarlson8332
    @prestoncarlson8332 2 ปีที่แล้ว +6

    A link to the Outerra blog post mentioned in the talk: outerra.blogspot.com/2012/05/procedural-grass-rendering.html

  • @gabrieljcs11
    @gabrieljcs11 2 ปีที่แล้ว +2

    Very nice. Just think about how wonderful this grass would look like in a PC? *wink wink*

    • @phutureproof
      @phutureproof 6 หลายเดือนก่อน

      it look just the same wink wink, also you dont want grass in your pc wink wink

  • @Luluskuy
    @Luluskuy 3 หลายเดือนก่อน

    mmm.. GRASS

  • @abdulshabazz8597
    @abdulshabazz8597 2 ปีที่แล้ว +1

    I'm a fan of combining light baking & animation baking with real-time rendering to improve render quality without sacrificing fps performance: Would it have been possible to pre-render the entire scene (offline) as animated (3D movie) scene, and then use object occlusion culling and light occlusion culling to only render actual blade reflections and blades of grass (ie the block tiles) where the character is likely to interact.

    • @asdf_asdf948
      @asdf_asdf948 2 ปีที่แล้ว

      I'm just a layperson but wouldn't that kind of thing make it look weird when blending the transition between animation "zones"? I'd imagine you would run into constant juddering or artifacting when blending a zone of real time lighting into a distant field of baked lighting when it reflects off of differently angled blades of grass

    • @abdulshabazz8597
      @abdulshabazz8597 2 ปีที่แล้ว

      @@asdf_asdf948 Yes, the correct meta data would have to be embedded in each frame

  • @mrrandom55951
    @mrrandom55951 2 ปีที่แล้ว +1

    I literally know nothing...

  • @y0rema
    @y0rema 2 ปีที่แล้ว

    Very interesting topic, but the vocal fry made it unpleasant to listen to.

  • @shootnblankz9994
    @shootnblankz9994 2 ปีที่แล้ว

    ...SOOOOOOOO is it true that this was just put out after all the tweaking and adjusting to the game as a pre push to get eyes and ears back on Ghost of Tsushima before the PC port is released :) :) :) just saying we did just past that 2 year mark that has been a pattern, fingers crossed! Also LETS BE HONEST Ghost of Tsushima will be its very best on a pc with a Ryzen 5800x/5900x, 3080/90-Rx68/900xt running at 80-120fps NATIVE 4k HDR(oled for the lucky ones) with amazing draw distance. Not to mention more control over post processing, other settings and M&KB. Just think how many people will be buying the same game for the SECOND time :) ALSO if your still reading this and are a employee at sucker punch... If there is one thing almost every player would want for the pc port, It would be some sort of Mod "support". Doesn't have to be "support" so to say, but just the option/accessibility/ease of access would be amazing and make the game live even longer, Dramatically increases replay ability and of course sell more copies. I mean the only other thing besides Modding capability that I would ask for but know wouldn't be an option, is CO-OP in story mode. Yeah I know it would be weird/take away from the story telling if there was 2 Jins on screen...MAYBE one person could play as the "Ghost of Tsushima" :) ok I'm done wasting your time, MAYBE in GOT2 though? Thanks in advance

  • @onderaltintas4649
    @onderaltintas4649 2 ปีที่แล้ว +1

    Impressive work. Actually it is impressive genius work because too much r&d on this effort without knowing the exact results. So trials and errors are ultra time consuming. The math behind that? Unbelievable! This makes me believe how god is a ultra superior being and how we humans are powerless beings. He designed cpu, gpu of life and also he designed ultra realistic grass that runs infinity fps (max details). He did it with just saying "let the light begin". Halelujah! I hope one day we can reach that point so we can play much more better looking games without so much effort behind that.

    • @asdf_asdf948
      @asdf_asdf948 2 ปีที่แล้ว +1

      Lol what the fuck? People invented those things.

    • @phutureproof
      @phutureproof 6 หลายเดือนก่อน +1

      that devolved pretty quickly

  • @yhd4711499
    @yhd4711499 2 ปีที่แล้ว +19

    outerra.blogspot.com/2012/05/procedural-grass-rendering.html
    The blog he mentioned

    • @meiji2675
      @meiji2675 11 หลายเดือนก่อน

      Very Cool