Project Progress and Research 3nd round
Project Progress:
In the search of overcoming the incompability of RaymarchingToolkit among different renderers, I eventually found one that could be used on latest RP.
This new Toolkit does have the melting effect as the previous one, what it's able to do is to separate a single cube into mutiple hexgons, the amount of which only depends on the scale of cube. I thinks it's pretty fit for the candle body.
Also, I'm also trying to give my scene a table cloth as physical-realistic as possible. Fortunately, I found something really interesting.
https://github.com/Ninjajie/Fusion#cloth-plugin-user-guide
The plugin realized physical object simulation in unity based on Physical-Based-Dynamic, which is not perfectly accurate as physical stuff but fast enough for real-time rendering. Furthermore, authors had a comparsion of the same althorigm between CPU and GPU. They used compute shaders with HLSL for caculations on GPU. I tried to do the simulation and the difference is quite obvious.
Iteration number: 5 on CPU (better performance)
Iteration number: 5 on GPU (not as good as CPU, but it's ok)
Iteration number: 25 on CPU (very laggy)
Iteration number: 25 on GPU (STABLE AS USUAL)
It seems like GPU could always make it run stably, the only difference is shown on fps, I did some more experiments and had the data as follow:
Around 160fps for iteration number 100,
Around 130fps for iteration number 200.
Of course I also met some issues. The main one for now is the cloth cannot fit hard edge very well, which is very critical for my table in the scene.

For the other parts, I made candle fire with shader graph and smoke with VFX. Both tutorials I followed are for big scenes, fire is too fierece and smoke is too thick. I weakened them a lot to make them look more like a candle.
Reading:
Rohit Nair. Using Raymarched shaders as environments in 3D video games


In Rohit's paper, the main approach talked about is to apply raymarching as a new method to create game environments. What I came up from it is to make a compromise between complete raymarching-based scene and pre-game working pipeline(perhaps not the traditional way, if procedural workflow,like game manager, would make raymarching editable for some extent, it's also worth considering). The target is to enable developers to have a more flexible way to modify those lightweight assets. Differently, I want to try another way to realize the shader processed game scene. Compute shader could be a choice, I would look up more into it and raise more selections.
Further reading reference next week:
Outline:
Address Problem:
The comparsion of efficiency between traditional pipeline workflow and compute shader generated asset.
efficiency could be time saving for production process, rendering optimization, storage saving,etc.
efficiency could be time saving for production process, rendering optimization, storage saving,etc.
Who's facing it?:
• Traditional Artist (Aesthetics and Modelling)
• Technical Artist (Visualization Improvement)
How could they have better coordinations and faster workflow? Who would save whose work of what?
Abstract(What do I do in this project):
1. Designed instances for game asset generation with compute shader(or some other related technologies).
2. Performance presenting
3. analyzing pros and cons compared to traditional ways.
• Technical Artist (Visualization Improvement)
How could they have better coordinations and faster workflow? Who would save whose work of what?
Abstract(What do I do in this project):
1. Designed instances for game asset generation with compute shader(or some other related technologies).
2. Performance presenting
3. analyzing pros and cons compared to traditional ways.
Solution/ Related work:
1. List some existing approaches that have already been implemented for solving this kind of problems
2. What tools they used? How does they work? How's the result?
3. Based on those solutions so far, what's left? what issues still remain.
Select one of the issues or tools and have indepth research on it.
2. What tools they used? How does they work? How's the result?
3. Based on those solutions so far, what's left? what issues still remain.
Select one of the issues or tools and have indepth research on it.
Potential limitation/Future Work:
1. Useage range
2. Extension possibility
2. Extension possibility
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