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A lot of information has been released here: https://docs.unrealengine.com/5.0/en-US/RenderingFeatures/Nanite/ https://docs.unrealengine.com/5.0/en-US/Rendering
by flipgimble 5y ago
A lot of information has been released here: https://docs.unrealengine.com/5.0/en-US/RenderingFeatures/Nanite/ https://docs.unrealengine.com/5.0/en-US/RenderingFeatures/Na... and here https://docs.unrealengine.com/5.0/en-US/RenderingFeatures/Lumen/TechOverview/ https://docs.unrealengine.com/5.0/en-US/RenderingFeatures/Lu...
There is also a source code release if you want to dive into that level of detail: https://github.com/EpicGames/UnrealEngine/releases/tag/5.0.0-early-access-1 https://github.com/EpicGames/UnrealEngine/releases/tag/5.0.0...
I don't think the released details are that surprising to those working on realtime computer graphics, but the engineering details and tradeoffs are certainly interesting. Epic has the budget and business case to allocate a team, including some of the best graphics engineers in the industry, to do R&D for over a year to make this a reality.
- jayd16 5y agoSo Nanite is just traditional LOD baking implemented in a wholistic and automatic way? The major difference seems to be they've done the work end to end to handle all the occlusion corner cases as well as a sophisticated mesh and texture streaming implementation that targets modern SSDs.
- flipgimble 5y agoI’m not an expert on this, but there seems to be a custom GPU renderer optimized for dense triangle meshes, with its own occlusion pass. The LOD is also calculated based on clusters, multiple per-mesh with way to fix seams between cluster at different levels. This works best with very dense meshes such as those from photogrammetry or zbrush sculpted.
- arunoda 5y agoIt's not traditional LOD baking. There's no LOD baking. It's the new rasterization system doing the whole work. And most of us doesn't use fast SSDs like in PS5 and it works really well. Also these engineers said, it even works just fine with slowers HDDs too. Because, they don't stream meshes for each camera movements. But it's a continuos setup.