A Deep Dive into Nanite Virtualized Geometry

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  • เผยแพร่เมื่อ 7 มิ.ย. 2024
  • Nanite, Unreal Engine 5's new virtual geometry system, enables the rendering of trillion triangle scenes at real-time framerates. This lecture will take a deep dive into how Nanite works, from mesh import all the way to final rendered pixels. Part of the SIGGRAPH 2021 Advances in Real-Time Rendering in Games course (advances.realtimerendering.com/). We will explain how the mesh-based data structure is built, streamed, decompressed, culled, rasterized, and finally shaded.
    Speaker Bios:
    Brian Karis is an Engineering Fellow in graphics at Epic Games. Most recently he has led the development of Nanite for UE5. He is most known for work on physically based shading and temporal anti-aliasing although has touched most areas of real-time computer graphics throughout his career. Prior to Epic he worked at Human Head Studios.
    Rune Stubbe is a Principal Rendering Programmer at Epic Games, where he focuses on Nanite development and optimization. He has previously worked on rendering technology at IO Interactive and Unity. Rune has also been active in the demoscene (as Mentor/TBC), where he has contributed widely used compression tools and several award-winning releases.
    Graham Wihlidal is a Principal Rendering Programmer at Epic Games, primarily working on Nanite and other UE5 initiatives. Previously, Graham worked at Electronic Arts (SEED, Frostbite, BioWare), implementing and supporting technology used in many hit games like Battlefield, Dragon Age: Inquisition, Plants vs. Zombies, FIFA, Star Wars: Battlefront, and others. While at BioWare, Graham shipped numerous titles including the Mass Effect and Dragon Age trilogies, and Star Wars: The Old Republic. Graham is also a published author and has presented at several conferences.

ความคิดเห็น • 278

  • @avedarek
    @avedarek 2 ปีที่แล้ว +170

    this went from "oh yeah, makes sense" to " I have no idea what he is talking about" really quick

    • @JasonLiske
      @JasonLiske 2 ปีที่แล้ว +5

      My existence with my son, when he sends me links to videos like this thinking I can follow the deeper concepts 😂

    • @DasAntiNaziBroetchen
      @DasAntiNaziBroetchen ปีที่แล้ว +8

      @@JasonLiske At least you show interest in his work, unlike my parents who don't even know what I do for work.

    • @ahmednna201177
      @ahmednna201177 2 หลายเดือนก่อน

      glad i am not alone felt that

  • @jjoonathan7178
    @jjoonathan7178 2 ปีที่แล้ว +633

    "Oh, yeah, sure, the hardware rasterizer chugs on tiny triangles, so we'll just make a GPU software rasterizer, and make it good, and actually a hybrid rasterizer, and abuse the Z-test wave repacking, and analytically compute all the derivatives, easy peasy!" you guys are absolute mad lads. Amazing work!

    • @alejmc
      @alejmc 2 ปีที่แล้ว +38

      Totally this… plus everything around it to support and make it actually feasible.
      The hierarchy tree solutions, the dual graphs to deal with boundaries, memory compression/bandwidth, lights/shadow maps/materials, the matID as depth value is genius (although gets over my head as to how it works for the actual depth test when filling it), etc etc.
      I honestly understand almost nothing of what’s going on, but I do think this could have broken and not worked at too many critical points to which they did find or invented a solution… jaw dropping.

    • @jjoonathan7178
      @jjoonathan7178 2 ปีที่แล้ว +29

      @@alejmc Yeah, I had to omit like 3/4 of the super impressive parts just to make a concise post. What a time to be alive!

    • @jeshweedleon3960
      @jeshweedleon3960 2 ปีที่แล้ว +7

      @@jjoonathan7178 thanks karoly

    • @jjoonathan7178
      @jjoonathan7178 2 ปีที่แล้ว +13

      @@jeshweedleon3960 I'd like to see Karoly fit this one into two minutes. A speedrun for the ages.

    • @JorgetePanete
      @JorgetePanete 2 ปีที่แล้ว +5

      @@jjoonathan7178 fellow scholars i see

  • @zacharypeterson5540
    @zacharypeterson5540 2 ปีที่แล้ว +150

    The research and development at epic games is absolutely insane. This is the bleeding edge and it's amazing what they've created

    • @SewerTapes
      @SewerTapes 2 ปีที่แล้ว +9

      Yep, and the only part I understand about any of it is that it's awesome.

  • @krytharn
    @krytharn 2 ปีที่แล้ว +119

    The amount of groundbreaking innovation in this work is astonishing.

  • @davidsirmons
    @davidsirmons 2 ปีที่แล้ว +39

    I worked at Epic from late 2003 to early 2005, on UT2K4 as an artist. Sometimes late at night, I'd wander over to the Gears of War side of the hallway and discuss things with artists and programmers like James Golding, Shane Caudle, Cliff Bleszinski, Tim Sweeney, and Chris Perna. Having worked closely with programmers from my very first day in game development years earlier, it was a real joy at Epic to talk with people that both I and the gaming world at large considered masters. Still have dreams I'm working there again. The best achievement of my artistic life is my time there, and will never forget what that felt like.

    • @DasAntiNaziBroetchen
      @DasAntiNaziBroetchen ปีที่แล้ว +1

      I don't understand. If working there is so mind-blowingly amazing, why are you not working there anymore?

    • @gerooq
      @gerooq ปีที่แล้ว

      @@DasAntiNaziBroetchen could be many reasons, for example could have had to leave the country/state

  • @parlancex
    @parlancex 2 ปีที่แล้ว +155

    I had no idea nanite was using a GPU software rasterizer, that's nuts.

    • @niks660097
      @niks660097 2 ปีที่แล้ว +31

      doom eternal or id tech also uses software rasterizer with virtual lod's and shadows, that's why there is not much difference b/w low and ultra, because engine is scaling geometry, shadows etc based on pixels or resolution..

    • @donsorenoelchapogringo1182
      @donsorenoelchapogringo1182 2 ปีที่แล้ว +6

      @@niks660097 Its interesting because Doom Eternal is one of the games where you can (on lower end hardware like XBox One) see the LODs swapping and blurring. Other Games usually retain better quality at the cost of lower FPS

    • @niks660097
      @niks660097 2 ปีที่แล้ว +7

      @@donsorenoelchapogringo1182 yeah i agree, ID had a presentation on siggraph 2019/21, they are really ahead of their time and probably the only one competing in quality with Unreal 5, pushing 80 million triangles per scene(DF also has a vid about it), using the above LOD and 100s of per pixel lights..

    • @angelstojanov2346
      @angelstojanov2346 2 ปีที่แล้ว +4

      @@niks660097 can you please link the id presentation I can't seem to find it

    • @mduckernz
      @mduckernz 2 ปีที่แล้ว +3

      @@niks660097 As per the other person, would really appreciate a link to that, as I also cannot find it (maybe using the wrong keywords? Idk)

  • @krz9000
    @krz9000 2 ปีที่แล้ว +18

    Thank you for having the dream.. the dedication and opportunity to work on it. You and your team deserve the best

  • @ElfikTheNight
    @ElfikTheNight 2 ปีที่แล้ว +65

    Wow, just wow! Congrats to everyone involved! And thanks for sharing the gist of how things are done!

  • @BlindBison
    @BlindBison ปีที่แล้ว +16

    The team behind this are true geniuses. This amount of complexity being managed is pretty incredible.

    • @DMEGC
      @DMEGC 8 หลายเดือนก่อน +3

      The whole idea and initial work was the guy in this video, Brian Karis. I believe he didn´t got a team to lead till he has proved it worked. He came with the idea, and they told him, go work alone on it for a while a see what happens.

  • @NUCLEARxREDACTED
    @NUCLEARxREDACTED 2 ปีที่แล้ว +40

    This sounds like the technical jargon overload to me half the time, but I feel I could follow along enough to get the raw basics. Very Cool.

    • @drumboarder1
      @drumboarder1 2 ปีที่แล้ว +1

      Knowing just enough to follow along but not being able to re explain any of it to anyone is frustrating as cuuuuuuuunt

    • @mnomadvfx
      @mnomadvfx 2 ปีที่แล้ว +3

      @@drumboarder1 If the person you hoped to explain it to couldn't understand this video as well as you can, then there is little hope that you could do it either.

    • @drumboarder1
      @drumboarder1 2 ปีที่แล้ว +2

      @@mnomadvfx fair point

  • @Rubicon1985
    @Rubicon1985 2 ปีที่แล้ว +2

    You guys make it look easy - truly incredible stuff. I didn't quite believe the tech demos until I had a play with it myself. Great job!

  • @helldunkel7898
    @helldunkel7898 2 ปีที่แล้ว +22

    The amount of dots that are connected here and put to use by Nanite is spectacular. UE mesh reduction has been quite a leap but this really takes it to a new level.

  • @romainberger
    @romainberger 2 ปีที่แล้ว +13

    Brian Karis you can be proud of yourself to what you gave to this industry, many will never realize that the game they're playing can exist only because of you.

  • @tatoforever
    @tatoforever 2 ปีที่แล้ว +100

    This change in rendering pipeline is more important than any GPU hardware advances in the last 15 years. Amazing!

    • @davidsirmons
      @davidsirmons 2 ปีที่แล้ว +4

      This proves my long-held perception that programming is art, since all creativity comes from an inspired mind seeing beyond the conventional.

    • @cryora
      @cryora 2 ปีที่แล้ว +9

      So you're saying you can use a GPU from 15 years ago to run a modern game, if the modern game uses nanite technology? The current recommended specs for the City Sample Demo is:
      12-Core CPU @ 3.4 GHz
      64 GB RAM
      GeForce RTX 2080 or AMD Radeon 6000 or higher
      At least 8GB of RAM
      Nanite is definitely meant for next gen hardware if it is to be performant
      Every generation needs some feature that, unless you have the latest and greatest hardware, will render your gameplay unplayable. A while back it was HDR and Shader 3.0. Later it would be VR. During the initial RTX generation, it was ray-tracing. This generation would have to be nanite and lumen.

    • @Supreme_Lobster
      @Supreme_Lobster ปีที่แล้ว +2

      @@cryora nanite runs on a PS5 so its not really very next-gen in terms of hardware required. Also, the original comment was probably hyperbole, you might wanna learn what it is if you are gonna talk to people

    • @cryora
      @cryora ปีที่แล้ว +2

      @@Supreme_Lobster I know what I hyperbole is, but it did not strike me as one. You might want to learn how not to be condescending if you are going to talk to people.

    • @PradipDas-gv3yw
      @PradipDas-gv3yw ปีที่แล้ว

      But the first paper with a working prototype was published on 2003, what about that?

  • @CyberWolf755
    @CyberWolf755 2 ปีที่แล้ว +14

    This is mindblowing! Couldn't wrap my head around the deep technical parts of it, but I did understand the general ideal and process for Nanite

  • @IBMboy
    @IBMboy 2 ปีที่แล้ว +4

    i read the slides when they came out, now i finally got to see the presentation amazing tech no doubt

  • @rasmadrak
    @rasmadrak 2 ปีที่แล้ว +4

    Beautiful piece of tech/code!

  • @yogiwp_
    @yogiwp_ 2 ปีที่แล้ว +13

    Wow the references brought a lot of nostalgia. Was waist deep in this thing late 2000s/early 2010s. Wonder how mega geometry went.

  • @olivierginiaux7466
    @olivierginiaux7466 2 ปีที่แล้ว +10

    I wish I was in this team to live this amazing technical adventure! I have been working on a small subset of this (decimation and error estimation part with perceptual hashing and metaheuristics tuning with a DFF NN), it's a lot of fun and very challenging but sadly way too technical for a single person to do like only 1% of what you achieved! Kudos

  • @juanmilanese
    @juanmilanese 2 ปีที่แล้ว +18

    ... I member when I could understand (albeit marginally) the tech behind UE4, this is on another level of complexity. Amazing stuff for sure.

  • @metacob
    @metacob 2 ปีที่แล้ว +52

    I think this sort of technique is way more exciting than changes in hardware, like raytracing cores. You can actually see the improvement without trying to find a reflection or some shadows that you can compare to a badly-implemented rasterization equivalent.

    • @primohippo4014
      @primohippo4014 ปีที่แล้ว +1

      Ray tracing will definitely be a bigger deal in a few years I think. Once more games start using ray traced global illumination, rt ambient occlusion, and similar things, is when you’ll start to see a much bigger difference. Unfortunately there’s only a handful of games that use these right now, mainly dying light 2 and metro exodus pc enhanced, and those games look fantastic with those on.

    • @puppergump4117
      @puppergump4117 ปีที่แล้ว

      @@primohippo4014 Then again you can make any game look fantastic with nanite. Raytracing takes extra work and hardware.

  • @robbie_
    @robbie_ 2 ปีที่แล้ว +1

    Great presentation. Fascinating and really cool. Little bit sad my knowledge is obsolete but it's a little less so after watching this.

  • @unrealdevop
    @unrealdevop ปีที่แล้ว

    Great job, very technical and well explained.

  • @smlgd
    @smlgd 2 ปีที่แล้ว +13

    This is fantastic. I hope in the future we get a hardware implementation of this kind of thing.

    • @brazwen
      @brazwen 2 ปีที่แล้ว +4

      That'll be great. Probably will be implemented in the GPU, like ray tracing.

    • @AlphaGarg
      @AlphaGarg 2 ปีที่แล้ว

      Oh man, that'd be fantastic

    • @damaomiX
      @damaomiX 2 ปีที่แล้ว +1

      Mesh shader (by NVIDIA) is similar.

  • @PixelPulse168
    @PixelPulse168 2 ปีที่แล้ว +2

    This is a game(graphics) programming gem. Thank you for sharing.

  • @finlayl2505
    @finlayl2505 2 ปีที่แล้ว +4

    Thank you, couldn't find any info on how it worked when it came out a couple months ago

  • @tirkentube
    @tirkentube 2 ปีที่แล้ว +91

    it's insane that they're not only doing this, but explaining how it's done.... i mean shit. they could take the graphics industry, and the film industry by STORM with this.
    but instead they show how they've done it, which is pretty amazing, because now other developers from other (especially big) companies will create their own similar methods of doing the same thing instead of paying epic to do it. that's pretty epic.

    • @deoTS1
      @deoTS1 2 ปีที่แล้ว +49

      epic understands the engineering power needed to implement something like this at scale, they have the vehicle for shipping it (unreal engine), and since they've conceptualized it, they have a head start.
      not only are there few other companies that could fully realize this in an industry-impacting way, most would have no financial incentive to do so. why build entire engineering and r&d departments to enter an implementation race with epic when they can just license the unreal engine?
      i'm happy to see open discussion like this, but be certain that if what they're sharing is business critical IP, then they're already in the marketing phase. and this is part of that marketing.

    • @Drollfilms
      @Drollfilms 2 ปีที่แล้ว +8

      You know the unreal engine is open source right?

    • @konga382
      @konga382 2 ปีที่แล้ว +21

      They have an engine to sell, and they can't sell it if nobody understands how it works.
      And these advancements are never made in a vacuum. Epic, as well as almost everyone else in the industry, understands that advancement only happens when knowledge is shared. If nobody shared their knowledge in this industry, we'd still be stuck with '90s/'00s-level graphics.

    • @ZipSnipe
      @ZipSnipe 2 ปีที่แล้ว +12

      @@Drollfilms its not open source

    • @donmiko345
      @donmiko345 2 ปีที่แล้ว +4

      Yeah, except paying for Unreal is still orders of magnitude cheaper than hiring a highly specialized team to implement something like this. And you can have it right now, not "maybe in a few years".

  • @AntonDalsgaardBertelsen
    @AntonDalsgaardBertelsen 4 หลายเดือนก่อน

    This is exceptional work

  • @danw3735
    @danw3735 2 ปีที่แล้ว +23

    Amazing, I didn't understand a word, but amazing :)

  • @romanzkv4
    @romanzkv4 2 ปีที่แล้ว +34

    The depth of your knowledge is impressive. Very interesting. thank you.
    How many people and time was invested to develop all this?

    • @JorgetePanete
      @JorgetePanete 2 ปีที่แล้ว +7

      i think nanite development started 10 years ago

    • @punamnagnure2212
      @punamnagnure2212 2 ปีที่แล้ว

      @@JorgetePanete Yes

  • @tijssens
    @tijssens 2 ปีที่แล้ว +9

    This is just crazy stuff...really would have loved to be in gfx as an engineer.

  • @alexxswx
    @alexxswx 2 ปีที่แล้ว

    Absolutely amazing!

  • @dddd-us7xc
    @dddd-us7xc 2 ปีที่แล้ว +4

    This video is also able to help in future people working in Epic/unreal engine, to understand this thechnology, to increase chance to improve it in the future.

  • @maxmustermann3938
    @maxmustermann3938 ปีที่แล้ว +3

    This is some crazy piece of engineering.

  • @thechosenone729
    @thechosenone729 2 ปีที่แล้ว +33

    I love this technology but don't tell Activision about it or next COD will have 2TB.

    • @HolidayAtHome
      @HolidayAtHome 2 ปีที่แล้ว +1

      Games could actually become smaller because you don't need to put all the LODs in the game!

    • @mduckernz
      @mduckernz 2 ปีที่แล้ว +9

      @@HolidayAtHome You know as well as I do that wouldn't happen, they would just reallocate the space to something else (like how people used to think better tech would mean people would work less and have more leisure time... sigh)

    • @SoftBreadSoftware
      @SoftBreadSoftware 2 ปีที่แล้ว +1

      Need better video and texture compression for that. Video and textures are the majority of the size of modern games. 4k 60fps video and 4k-8k textures are very heavy. It would take a revolution in compression, or consumers to want watch movies when they want to watch movies and want to play games when they want to play games so they dont fill games with more cutscene than there is gameplay. 200gb is impressive for 30-40hours of 4k cutscenes, let alone a game coming with it. An hour of 4k movie footage is typically over 20gb compressed, but game devs make all sorts of compression tradeoffs and use screen space effects to cover it up.

    • @mduckernz
      @mduckernz 2 ปีที่แล้ว +3

      @@SoftBreadSoftware Having cutscenes that aren't in engine is kinda dumb tbh (yes, I know it's harder, and the quality will be lower... but it's also authentic, and allows for some interactivity)

  • @DimaArmstrong
    @DimaArmstrong 2 ปีที่แล้ว +1

    You did a great job presenting! Very clear and easy to understand. Thank you

  • @Slashscreen
    @Slashscreen 2 ปีที่แล้ว +4

    Amazing work. Personally, I find the limitations of rendering and memory to be a fun challenge that breeds creativity. However, I do see the benefit of virtualized geometry.

  • @e2rqey
    @e2rqey 2 ปีที่แล้ว

    This is absolutely bonkers. Amazing.

  • @XtroTheArctic
    @XtroTheArctic 2 ปีที่แล้ว

    Congrats! This video, single handedly, violates every single rule of making good public presentation.

  • @Konic_and_Snuckles
    @Konic_and_Snuckles 2 ปีที่แล้ว +63

    Something I don't understand: the original pipeline used a base geometry of prefabulated Amulite, surmounted by a malleable logarithmic Z-buffer in such a way that the two main spurving vertices were in a direct line with the panametric mesh. The latter consisted simply of six hydrocoptic marzlevectors, so fitted to the ambifacient lunar wanecluster that side rasterizing was effectively prevented. The main renderer was of the normal tris-o-deltoid type executed in panendermic semi-boloid threads in the GPU, every seventh LOD being culled by a nonreversible tremmie pointer to the differential girdledraw on the "up" end of the grammesher. As such, shouldn't prefabulated Amulite require less fluorescent score motion than this new Nanite texelencabulator, and therefore decrease sinusoidal depleneration?

    • @17benderbrau
      @17benderbrau 2 ปีที่แล้ว +8

      u alright mate?

    • @deltib
      @deltib 2 ปีที่แล้ว +16

      Putting that PHD in Applied Phlebotinum to good use.

    • @yoted
      @yoted 2 ปีที่แล้ว +3

      Thank you for this

    • @ihorkarpiuk4102
      @ihorkarpiuk4102 2 ปีที่แล้ว

      Yes...

    • @Bolt6265
      @Bolt6265 2 ปีที่แล้ว +21

      Oh shit is this what normal people hear when they watch these presentations?

  • @paulofalca0
    @paulofalca0 2 ปีที่แล้ว

    Amazing talk!

  • @johnjason5138
    @johnjason5138 2 ปีที่แล้ว

    So Nice, Thank You

  • @vikass5859
    @vikass5859 2 ปีที่แล้ว

    The very principles of Mandalas - Ancient Indian Art - why am I not surprised to see temple graphics in this video :-) ? Good explanation.

  • @MadsterV
    @MadsterV 2 ปีที่แล้ว

    That's insane. Very cool. Repurposing the z-buffer must have raised a few eyebrows.

  • @davekite5690
    @davekite5690 2 ปีที่แล้ว +1

    'good work for sure.

  • @appidydafoo
    @appidydafoo 2 ปีที่แล้ว +1

    Incredible

  • @MustafaBerkeGureltol
    @MustafaBerkeGureltol 2 ปีที่แล้ว +11

    I am taking an algorithms class and was thinking "where the hell am i gonna use all these searching and sorting techniques" until I saw this video. Damn.
    Edit: I'm also taking an operating systems class, and he started talking about concepts such as scheduling, page table, page size, and amortization. This is beyond pog.

  • @GeorgeTsiros
    @GeorgeTsiros 11 หลายเดือนก่อน

    The way you are describing things up to around 16:10 you make it sound like someone with decent coding expertise could implement the important bits of this idea themselves

  • @erikm9768
    @erikm9768 2 ปีที่แล้ว +3

    Even if software rasterization is faster doesnt that mean that you are using up compute shaders that otherwise would be used for other tasks while the hw rasterizer cant be used for anything else?

  • @ninjabeatz905
    @ninjabeatz905 ปีที่แล้ว

    Thanks much appreciated.

  • @stormsoendergaard3023
    @stormsoendergaard3023 2 ปีที่แล้ว +6

    Engineering at it's finest!

  • @roopaksudhakar8578
    @roopaksudhakar8578 2 ปีที่แล้ว +2

    Literally 'Game Changing'!!

  • @MasterThief117
    @MasterThief117 2 ปีที่แล้ว +2

    "You can't displace a sphere and turn it into a torus..."
    CGMatter: "Hold my nodes..."

  • @tomasrosenberg3430
    @tomasrosenberg3430 2 ปีที่แล้ว

    I have no words... Wow!

  • @spider853
    @spider853 2 ปีที่แล้ว

    Amazing work! Sadly couldn't understand all of it :(. I have a question tho, are we limited to 32 materials? (for the 32bit mask)

  • @FreakAzoiyd
    @FreakAzoiyd ปีที่แล้ว +1

    Pretty cool explanations. I didn't really understand most of the technical details and jargon but the overall concept and parts of the executen were quite clear. 👍
    1:04:02 I understood the slide about vertex clustering and duplicates completely 😁 which was cool
    1:08:14 one of the things I asked myself is how you handle translucent things, since you said you didn't use the materials in looking for the right triangles. So I guess you somehow still have to implement this somehow

    • @ManasKale-im4xf
      @ManasKale-im4xf 3 วันที่ผ่านมา

      About your second point, I believe Nanite doesn't support transparent materials.

  • @Nathouuuutheone
    @Nathouuuutheone 2 ปีที่แล้ว

    Know any good vulgarisation of this? I don't know any of the technical words used to talk about pre-existing systems, I just wanted to know about this specific method.

  • @gaussminigun7095
    @gaussminigun7095 2 ปีที่แล้ว +2

    you can only learn this stuff if you love this stuff

  • @TOPP3R1993
    @TOPP3R1993 2 ปีที่แล้ว +1

    As an artist, kudos to you!

  • @robertmayster7863
    @robertmayster7863 2 ปีที่แล้ว +3

    Still can't get past the issue with derivatives. You can't just hand-wave away the case where analytical derivatives don't work - in many cases they dont, such as always when a texture lookup influences a UV. As soon as you go fancy with your materials (refraction like in clearcoat or raindrops on a surface, heat shimmer etc.) you have a ton of indiscriminate UVs and that's gonna look messy.
    Also, what does the analytical case mean in practice? Will you have to go over every shader that uses a ddx/ddy manually and replace that with an analytical derivative?

  • @ianfitchett2768
    @ianfitchett2768 ปีที่แล้ว

    So what if there's no good previous frame to work from, like after a hard transition? Is there a big slow down, or do we get a single poor quality frame?

  • @alejmc
    @alejmc 2 ปีที่แล้ว +1

    Had a question, only one of the very few things that I managed to barely get a shallow understanding: when filling the material RT buffer by using a depth value as the material ID (genius concept), how is the depth test done there in that case? If a triangle is forced to have a depth value (for the material ID) then it wouldn’t play ball with the current depth test right? I’m missing something for sure here, or it isn’t a hardware depth test or it was already done and this is another pass?

    • @robertmayster7863
      @robertmayster7863 2 ปีที่แล้ว +1

      The depth is encoded in the higher bits, so it still works as usual except you can now trivially filter pixels for material.

  • @n1lknarf
    @n1lknarf 4 หลายเดือนก่อน

    any idea why nanite meshes do not update the nav mesh? not even after setting the nav mesh dynamic, the nav mesh simply ignores nanite meshes

  • @Bolt6265
    @Bolt6265 2 ปีที่แล้ว +3

    I'm really struggling to understand the code at 35:35
    It seems simple at a glance but it doesn't explain what the edge values actually are.
    And what are the three CX/CY's?
    But mainly, how does taking the min of those tell you if the point is within the triangle?
    I feel close to getting it but not quite.
    I cant find anything online with a similar method for detecting if a point is inside a triangle.

    • @pewpewlasergunz
      @pewpewlasergunz 2 ปีที่แล้ว +2

      I'm guessing they have broken the barycentric test into several stages, where certain stages can be calculated and used for a whole batch of pixels at once in a data orientated fashion or something along those lines, don't quote me on that tho, its been a long time since i used barycentric coordinates and even then i didnt completey understand them :D

    • @Bolt6265
      @Bolt6265 2 ปีที่แล้ว +6

      ​@@pewpewlasergunz I did eventually figure it out after an undetermined amount of time sitting and staring at it. I don't think it uses barycentrics actually. At least not in a way that I recognize, though admittedly I don't really understand them that well either.
      All it requires is some basic vector math and 3 cross products, each of which test which side the point falls on for each edge of the triangle. That, I can make sense of for each individual point test, but I swear there's some wizardry going on as once you calculate it for the top left pixel of the bounds you can just add the opposite axis of the edge vectors to the cross product values to somehow scan them across the bounds without recalculating any cross products or anything, only that small bit of addition for each pixel.
      I don't entirely understand it but it does make some intuitive sense vaguely if I don't try to think too hard on it. But I couldn't find anything online doing this method or anything, so Idunno where it comes from or how anyone would figure it out, it seems pretty clever to my non math oriented brain.
      I managed to completely implement a GPU based software rasterizer this way, though the results aren't the best. I couldn't get the second scanline method demonstrated to work at all, I don't understand the math there as math isn't my strong suit. It doesn't help that it uses ternaries on bool3's which I feel the behavior is undefined for. I fiddled with everything I could but to no luck, best i could get was getting it to fill the entire rect lmao. I'm not smart enough to figure how that algorithm is supposed to work.
      Other than that, I couldn't beat the hardware rasterizer no matter what when rendering 10M tris. Though performance seemed to be the same no matter what size the tris were as long as they were small, and the same between the scanline and fill algorithms, working or not. So there must be a bottleneck elsewhere that I'm too lazy to figure out. I don't really know an easy way to debug compute shaders in Unity so it's tricky. I assume it has something to do with my data structure, since they didn't cover that really I just had to figure out my own way of formatting the data on the GPU and I'm not super knowledgeable in how to optimize that. Also I'm not sure if there's a way supposed to be able to dispatch that many triangles in one go. Because with 128 tris per thread group, and a max of 65535 groups able to be dispatched at once, can only process about 8,388,480 tris (if perfect clusters) and then more dispatches have to be called if there's more tris. Or can loop in the shader itself but I didn't notice any significant performance difference for either of those.
      I just feel like I'm doing many things wrong somehow without really knowing how to fix it. 😅
      But eh, it probably isn't a good idea to replace my rendering with GPU software rasterization anyway lmao. It would be nice though because it would allow me to get rid of the geometry shader stage and improve platform compatibility. And technically if actually rendering speed were on par, I could probably implement better culling. You know how it is though.
      Rant over.

  • @spicybaguette7706
    @spicybaguette7706 2 ปีที่แล้ว +6

    Wow. You are literally pushing the boundaries of what a GPU can actually do, things such as software rendering on a GPU seem so cursed to me, and even more cursed is drawing tiny triangles, but you actually made it work!
    Also, I love the irony of Advances in Real-Time Rendering having a website without CSS. lol

  • @lukecronquist6003
    @lukecronquist6003 ปีที่แล้ว

    Based that he explained it fully. Ty

  • @Morimea
    @Morimea 2 ปีที่แล้ว

    thanks!

  • @dinoscheidt
    @dinoscheidt 2 ปีที่แล้ว +26

    Imagine this software rasterizer makes it into a hardware rasterizer 😳

    • @High.on.Life_DnB
      @High.on.Life_DnB 2 ปีที่แล้ว +8

      Noooow I know how they built the simulator we're living in now, called UE5, Universe Engine 5.....

    • @jeffeDavid1
      @jeffeDavid1 2 ปีที่แล้ว +1

      @@High.on.Life_DnB Omg, it all makes SeNsE!!!!! xD

  • @davinsaputraartandgamedev9453
    @davinsaputraartandgamedev9453 2 ปีที่แล้ว +1

    where can i get the pitch deck?

  • @simpson6700
    @simpson6700 2 ปีที่แล้ว

    this is going to be one of the tech that i wish was in the next elder scrolls game. just like i wanted tessellation to be in skyrim back in the day.

  • @ChillingSpartan
    @ChillingSpartan 2 ปีที่แล้ว

    I didn't understand anything you said but the pictures where nice.

  • @nightfox6738
    @nightfox6738 2 ปีที่แล้ว +3

    8:35 "Draw everything that's new" - How do you determine whats new without checking all the geometry? (or at least all of the triangle groups). If you're checking all geometry for visibility every frame anyway, even if you're using acceleration structures, how are you any better than just checking all the geometry every frame without taking the hits from the last frame?

    • @zephiris
      @zephiris 2 ปีที่แล้ว +4

      Think about if you were rotating an object on screen clockwise. Most of the triangles are good where they are, but as you rotate you’re occluding some triangles on the right by other triangles rendered last frame and you’re showing other new triangles that were previously occluded by the triangles that were rendered last frame. The z-buffer comparison lets the engine draw boxes on the left side and the right side of that rotating object so that it knows to only update those triangles based on the new z-buffer, while everything else can stay the same.
      As to why this is faster, it’s because every time you replace a triangle in the buffer you have to do a ton of initial calculations on that triangle, which takes time, so minimizing the amount of triangles to replace is always going to be better for time, especially if you can do it efficiently with the gpu (like what they are doing here!)
      Edited for brevity

    • @CBaggers
      @CBaggers 2 ปีที่แล้ว +1

      I'm a noob to this but it seems the goal is not to minimize checks against the hi-z (they are cheap enough) but to get a useful, but incomplete hi-z that can be used to occ-cull the rest of the stuff to draw.
      You don't need to make a full hi-z after that as it's not being used by the next frame. Though you might want to if you have other stages of your rendering that would find it useful.
      Other techniques which use re-projection use the last hi-z and so *could* have a better incomplete hi-z to start from. But as they aren't conservative so you risk incorrect culls. It seems that being precise (conservative) still gave enough of a win without risking incorrect culling.

    • @robertmayster7863
      @robertmayster7863 2 ปีที่แล้ว +2

      @Night Fox
      It works like that:
      1. Draw everything from the last frame *but with updated transformation*. This should be the bulk of your geometry.
      2. Occlusion-test everything that wasn't drawn last frame (but is inside the frustum) against the z-buffer you just created (this is fast if you use bounding geometry instead of meshes)
      3. Draw all the "new" stuff that wasn't occluded
      This means you still do have to do a lot of occlusion checks but it's nevertheless a lot faster than throwing *everything* at the pipeline and let the z-buffer sort it out.

  • @Tech2C
    @Tech2C 2 ปีที่แล้ว

    What's the TL;DW ?

  • @benjavides
    @benjavides 2 ปีที่แล้ว

    What study path should I follow to understand this? I'm a programmer with game development experience. I would love to be able to manipulate the rendering pipeline.

  • @cainen6355
    @cainen6355 2 ปีที่แล้ว +9

    I thank all the magicians at epic for this feature. It's like aliens gave us a tool, that we didn't even understand but was better than everything that currently exists.

    • @theairaccumulator7144
      @theairaccumulator7144 2 ปีที่แล้ว

      nah the guys who made it obviously understand it how would it be a coherent and relatively bug free feature otherwise?

  • @MrJohnRocco
    @MrJohnRocco 2 ปีที่แล้ว

    Can't understand jack sheat but I like the result of all this thinking!

  • @spudtaters8419
    @spudtaters8419 5 หลายเดือนก่อน

    "Instances are the new triangles". My favorite line.

  • @dangerdom904
    @dangerdom904 ปีที่แล้ว +2

    'Also known as an index buffer and a triangle mesh'.. Lol

  • @Shinobubu
    @Shinobubu 2 ปีที่แล้ว

    I don't know about everyone, But I love UV mapping and Skinning :D

  • @buowerc
    @buowerc 2 ปีที่แล้ว +7

    Really would love to see how this would fly on an ARM chip with 128 GB of unified memory..

    • @alejmc
      @alejmc 2 ปีที่แล้ว +3

      I was hesitant of posting a similar comment out of backlash, but yes, I would be curious too to see this having a repurposed branch to maximize all the unified memory, huge CPU/GPU bandwidths, etc advancements.
      For my use case, it would be great to see Apple and Epic make its peace so that we get this insane tech on most platforms as possible… else when the time comes I’ll end up going back to the PC realm, and while I got nothing specific against it, I would rather not.
      This goes way WAY over my head, but it is my (naive) understanding that the Metal API and it’s tiled based rendering approach, arguments buffer rendering, etc would actually be beneficial for what these devs are doing?

  • @Kairosdex
    @Kairosdex 2 ปีที่แล้ว

    Genius

  • @achimstromberger
    @achimstromberger 2 ปีที่แล้ว +1

    Pretty cool, but how do you want to ship so much detail? Filesize would explode if you use so many high detailed meshes. I guess this will lead to a heavier re-use of modular assets?
    All in all pretty kick-ass tech!!

    • @imyourmaster77
      @imyourmaster77 2 ปีที่แล้ว

      I think the idea is that its not about having every game have every single asset to a pixel sized detail scale, but to be applied to certain important objects such as characters. Or just to have the possibility if necessary for a given scene. Finally it increases the overlap between real time rendering and traditional vfx work flows, getting us closer to better virtual production.

    • @hyeve5319
      @hyeve5319 2 ปีที่แล้ว

      the intent is to have a general system that "just works" no matter what geometry you throw at it, without you having to do manual optimization of your geometry or other extra work. how and whether developers decide to utilise it for very high quality geometry is an entirely independent choice

  • @aresaurelian
    @aresaurelian 2 ปีที่แล้ว

    I approve of this.

  • @jojolafrite90
    @jojolafrite90 ปีที่แล้ว +2

    I'm STILL struggling very hard to understand HOW this did NOT revolutionize every 3D suite out there. It's not as if they kept the tech completely hidden.

    • @Kram1032
      @Kram1032 ปีที่แล้ว +3

      Implementation complexity. It's too new to be that wide-spread. Doesn't even cover all cases yet. Eventually this may grow into a proper standard of doing things. Give it a few more years

  • @yourikhan4425
    @yourikhan4425 2 ปีที่แล้ว +3

    Now the question is : what will GPU designers do to help improve Nanite.

  • @wethepeople2749
    @wethepeople2749 2 ปีที่แล้ว

    Where's the real-time demo? Did he show any this whole time?

    • @YEASTY_COMMIE
      @YEASTY_COMMIE 2 ปีที่แล้ว

      th-cam.com/video/qC5KtatMcUw/w-d-xo.html

  • @KONFLIK2175
    @KONFLIK2175 2 ปีที่แล้ว

    This is sorcery at it best

  • @stephenkamenar
    @stephenkamenar 2 ปีที่แล้ว +1

    this is unreal

  • @brandonwinston
    @brandonwinston 2 ปีที่แล้ว

    Bravo on pushing the envelope forward! Why does Nanite not work on Mac yet?

    • @timotheus8229
      @timotheus8229 2 ปีที่แล้ว +4

      Apple doesn’t support mesh shading.

  • @VerifyTheTruth
    @VerifyTheTruth 2 ปีที่แล้ว

    Harmonious Layers Of Ordered And Interconnected And Interoperable Complexity Which Perform Specific Tasks In Optimal Functional Unity To Achieve Maximized Efficiency And Adaptability.

  • @TheHypafrag
    @TheHypafrag ปีที่แล้ว +2

    I miss good old days when I thought shadowmapping is hard to understand

    • @lanchanoinguyen2914
      @lanchanoinguyen2914 ปีที่แล้ว

      The algorithm of shadow map is not hard to understand,just creating another mesh by vertices that align with the other two vertices which is the object vertex and the light.Always think it yourself,not rely on people feeds,it would be easier to understand.
      Now you may ask you exactly to align those vertices?It is simple,using derraviate or trigonometry,i program an mouse orientation myself with trigonometry as i make 3d game engine so i understand it enough.
      All of this man saying is just about automatic remodeling which can be done manually by artists but consumes much more time.

  • @prudvi1868
    @prudvi1868 11 หลายเดือนก่อน

    Yeah. Science!

  • @SomunImmersive
    @SomunImmersive 2 ปีที่แล้ว +1

    wizardry

  • @FDsagizi
    @FDsagizi 2 ปีที่แล้ว

    Да уж, замороченная получилась фича. С кучей костылей. Интересно будет посмотреть на игры.

  • @AluminumHaste
    @AluminumHaste 2 ปีที่แล้ว +2

    "Only falls apart under extreme visibility changes"
    So any first person shooter that's not on consoles lol.
    This method should work well for a controller with a max yaw and pitch rate.
    So either we would have weird graphics glitches or performance would suffer and FPS would drop in extreme viewport changes?

    • @Validole
      @Validole 2 ปีที่แล้ว

      I dunno, maybe it only affects Z-culling, not simply stuff being behind the camera.

    • @hyeve5319
      @hyeve5319 2 ปีที่แล้ว

      i think performance would be what suffers, but unless you were already pushing your system to the max, it probably wouldn't cause noticeable framedrops. It just means that the rendering occlusion briefly becomes less efficient than if it was using single-pass occlusion

  • @WizzKidxKOx
    @WizzKidxKOx ปีที่แล้ว

    Annnnd that's it for my standup.

  • @scaramcnamara689
    @scaramcnamara689 2 ปีที่แล้ว +1

    referencing a huge mesh database so you can view it up close sounds to me like you beat euclideon unlimited detail at their own game. epic made it work well but this concept was around a decade ago.

    • @JorgetePanete
      @JorgetePanete 2 ปีที่แล้ว

      well, they started working in nanite 10 years ago or so

    • @jamesnomos8472
      @jamesnomos8472 2 ปีที่แล้ว

      Sorta but not really. The whole Euclideon thing uses such wildly different representations of geometry (pointclouds, or maybe signed distance fields, I forget), and really never worked well for anything other than the geometry itself.

  • @HaeriStudios
    @HaeriStudios 2 ปีที่แล้ว +4

    And then they discovered that they can send that guy to your house, he will disassemble your electric toothbrush, rewrite the firmware on it, and plug it into your GPU so that it squeezes out a few more GPU compute cycles so that they can run a handwritten audio engine in a compute buffer to perform wave tracing for audio sources so that you will get a full Dolby atmos experience.

  • @Discipol
    @Discipol 2 ปีที่แล้ว

    Good technology info, but the speaker reads (poorly) from a txt document and that's it :/

  • @erobwen
    @erobwen 2 ปีที่แล้ว

    There is often some truth in jokes, and if there is a joke "instances are the new triangles", it might just be something to consider. What if the tech could go full circle, so clusters of instances could be used to build volumetric cloud data? After all, a dust cloud is a huge amounts of small grains of sand. What if you could build the engine, so you could see a cloud of sand from the distance, zoom in, and eventually go in and see the fine details of an individual grain of sand. Perhaps this could be a way to deal with foliage? Leaves that get close are individual leaves, but all of the distant leaves are treated as volumetric clouds somehow.

    • @hyeve5319
      @hyeve5319 2 ปีที่แล้ว

      applying this kind of technique to instances rather than geometry would be much more difficult, because of how unique every instance is - creating a "one size fits all" system would be an incredibly difficult task, and nanite already took a huge amount of work to just handle geometry, which is much less unique - once it gets to nanite and rendering, it's all just a load of triangle data