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Vulkan Foliage rendering using GPU Instancing
- thegeeko 3y agothanks for posting it here :)
- tylerekahn 3y agoThis is another video on grass rendering but in the style of Ghost of Tsushima: https://www.youtube.com/watch?v=bp7REZBV4P4 https://www.youtube.com/watch?v=bp7REZBV4P4
- Aerroon 3y agoGraphics programmers are wizards.
- kevingadd 3y agoSometimes it's really obvious combinations of basic techniques. And sometimes a graphics programmer does a handful of vector products or matrix operations and produces something that makes you go 'how the hell did you think of that?' when you look at it. Any time I see a sufficiently amazing shadertoy the odds are decent that the actual code for it is way simpler than I expect but still nothing I could've come up with.
- dartos 3y agoThe creator of shadertoy has a stream of him making a jumping animated character with nothing but glsl and sdfs. I watched his entire process twice, have made sdf animations myself (nothing nearly as good) and it’s still all black magic.
- remlov 3y agoSimonDev's videos are pure gold.
- pornel 3y agoThere's a GDC talk about this from the devs themselves: https://www.youtube.com/watch?v=Ibe1JBF5i5Y https://www.youtube.com/watch?v=Ibe1JBF5i5Y
- pjmlp 3y agoGreat, thanks for the heads up!
- mey 3y agoThe acerola video at the start is a good watch even for the layperson.
- brcmthrowaway 3y agoDoes anyone have the shader for this
- thegeeko 3y agowhich shader do you want ? .. I'm the author
- brcmthrowaway 3y agoall of them
- antoineMoPa 3y agoI wonder how that compares to SDF rendering of grass. SDF has a high cost due to the raymarching part, but you essentially get free repetition with local tweaks.
- cubefox 3y agoIsn't this what mesh shaders were invented for?
- newZWhoDis 3y agoYes. Someone tell CIG please.
- cubefox 3y agoWho is CIG?
- lewispollard 3y agoYes, but support isn't great for older cards so they're not commonly used.
- robinduckett 3y agoThis is great. I’m working on a similar grass rendering inside Godot 4.0 - currently using MultiMeshInstance but was unhappy with performance / look even with the maximum of 65335 instances. I think I will try and apply some of the compute shader stuff for culling. Thanks for posting!